* Fixed brightness (was introduced by optimalization)
* added threshold functionality still have to fix the background bleeding. not sure why it happens. needs some revisites.
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@@ -39,7 +39,7 @@ VariableSizeBokehBlurOperation::VariableSizeBokehBlurOperation() : NodeOperation
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this->inputBokehProgram = NULL;
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this->inputSizeProgram = NULL;
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this->maxBlur = 32.0f;
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this->threshold = 0.0f;
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this->threshold = 1.0f;
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}
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@@ -56,6 +56,7 @@ void VariableSizeBokehBlurOperation::executePixel(float *color, int x, int y, Me
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float readColor[4];
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float bokeh[4];
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float tempSize[4];
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float tempSizeCenter[4];
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float multiplier_accum[4] = {0.0f, 0.0f, 0.0f, 0.0f};
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float color_accum[4] = {0.0f, 0.0f, 0.0f, 0.0f};
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@@ -64,32 +65,30 @@ void VariableSizeBokehBlurOperation::executePixel(float *color, int x, int y, Me
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int minx = x - maxBlur;
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int maxx = x + maxBlur;
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{
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inputSizeProgram->read(tempSizeCenter, x, y, COM_PS_NEAREST, inputBuffers);
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inputProgram->read(readColor, x, y, COM_PS_NEAREST, inputBuffers);
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color_accum[0] += readColor[0];
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color_accum[1] += readColor[1];
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color_accum[2] += readColor[2];
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color_accum[3] += readColor[3];
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add_v4_v4(color_accum, readColor);
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add_v3_fl(multiplier_accum, 1.0f);
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add_v4_fl(multiplier_accum, 1.0f);
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float sizeCenter = tempSizeCenter[0];
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for (int ny = miny; ny < maxy; ny += QualityStepHelper::getStep()) {
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for (int nx = minx; nx < maxx; nx += QualityStepHelper::getStep()) {
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if (nx >= 0 && nx < this->getWidth() && ny >= 0 && ny < getHeight()) {
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inputSizeProgram->read(tempSize, nx, ny, COM_PS_NEAREST, inputBuffers);
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float size = tempSize[0];
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// size += this->threshold;
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float dx = nx - x;
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float dy = ny - y;
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if (nx == x && ny == y) {
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/* pass */
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}
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else if (size >= fabsf(dx) && size >= fabsf(dy)) {
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float u = 256 + dx * 256 / size;
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float v = 256 + dy * 256 / size;
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inputBokehProgram->read(bokeh, u, v, COM_PS_NEAREST, inputBuffers);
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inputProgram->read(readColor, nx, ny, COM_PS_NEAREST, inputBuffers);
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madd_v4_v4v4(color_accum, bokeh, readColor);
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add_v4_v4(multiplier_accum, bokeh);
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if ((sizeCenter > threshold && size > threshold) || size <= threshold) {
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float dx = nx - x;
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float dy = ny - y;
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if (nx == x && ny == y) {
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}
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else if (size >= fabsf(dx) && size >= fabsf(dy)) {
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float u = 256 + dx * 256 / size;
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float v = 256 + dy * 256 / size;
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inputBokehProgram->read(bokeh, u, v, COM_PS_NEAREST, inputBuffers);
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inputProgram->read(readColor, nx, ny, COM_PS_NEAREST, inputBuffers);
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madd_v4_v4v4(color_accum, bokeh, readColor);
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add_v4_v4(multiplier_accum, bokeh);
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}
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}
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}
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}
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