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test/source/blender/compositor/operations/COM_SunBeamsOperation.cc
Campbell Barton e955c94ed3 License Headers: Set copyright to "Blender Authors", add AUTHORS
Listing the "Blender Foundation" as copyright holder implied the Blender
Foundation holds copyright to files which may include work from many
developers.

While keeping copyright on headers makes sense for isolated libraries,
Blender's own code may be refactored or moved between files in a way
that makes the per file copyright holders less meaningful.

Copyright references to the "Blender Foundation" have been replaced with
"Blender Authors", with the exception of `./extern/` since these this
contains libraries which are more isolated, any changed to license
headers there can be handled on a case-by-case basis.

Some directories in `./intern/` have also been excluded:

- `./intern/cycles/` it's own `AUTHORS` file is planned.
- `./intern/opensubdiv/`.

An "AUTHORS" file has been added, using the chromium projects authors
file as a template.

Design task: #110784

Ref !110783.
2023-08-16 00:20:26 +10:00

365 lines
12 KiB
C++

/* SPDX-FileCopyrightText: 2014 Blender Authors
*
* SPDX-License-Identifier: GPL-2.0-or-later */
#include "MEM_guardedalloc.h"
#include "COM_SunBeamsOperation.h"
namespace blender::compositor {
SunBeamsOperation::SunBeamsOperation()
{
this->add_input_socket(DataType::Color);
this->add_output_socket(DataType::Color);
this->set_canvas_input_index(0);
flags_.complex = true;
}
void SunBeamsOperation::calc_rays_common_data()
{
/* convert to pixels */
source_px_[0] = data_.source[0] * this->get_width();
source_px_[1] = data_.source[1] * this->get_height();
ray_length_px_ = data_.ray_length * MAX2(this->get_width(), this->get_height());
}
void SunBeamsOperation::init_execution()
{
calc_rays_common_data();
}
/**
* Defines a line accumulator for a specific sector,
* given by the four matrix entries that rotate from buffer space into the sector
*
* (x,y) is used to designate buffer space coordinates
* (u,v) is used to designate sector space coordinates
*
* For a target point (x,y) the sector should be chosen such that
* `u >= v >= 0`
* This removes the need to handle all sorts of special cases.
*
* Template parameters:
* \param fxu: buffer increment in x for sector `u + 1`.
* \param fxv: buffer increment in x for sector `v + 1`.
* \param fyu: buffer increment in y for sector `u + 1`.
* \param fyv: buffer increment in y for sector `v + 1`.
*/
template<int fxu, int fxv, int fyu, int fyv> struct BufferLineAccumulator {
/* utility functions implementing the matrix transform to/from sector space */
static inline void buffer_to_sector(const float source[2], float x, float y, float &u, float &v)
{
int x0 = int(source[0]);
int y0 = int(source[1]);
x -= float(x0);
y -= float(y0);
u = x * fxu + y * fyu;
v = x * fxv + y * fyv;
}
static inline void sector_to_buffer(const float source[2], int u, int v, int &x, int &y)
{
int x0 = int(source[0]);
int y0 = int(source[1]);
x = x0 + u * fxu + v * fxv;
y = y0 + u * fyu + v * fyv;
}
/**
* Set up the initial buffer pointer and calculate necessary variables for looping.
*
* Note that sector space is centered around the "source" point while the loop starts
* at dist_min from the target pt. This way the loop can be canceled as soon as it runs
* out of the buffer rect, because no pixels further along the line can contribute.
*
* \param x, y: Start location in the buffer
* \param num: Total steps in the loop
* \param v, dv: Vertical offset in sector space, for line offset perpendicular to the loop axis
*/
static float *init_buffer_iterator(MemoryBuffer *input,
const float source[2],
const float co[2],
float dist_min,
float dist_max,
int &x,
int &y,
int &num,
float &v,
float &dv,
float &falloff_factor)
{
float pu, pv;
buffer_to_sector(source, co[0], co[1], pu, pv);
/* line angle */
double tan_phi = pv / double(pu);
double dr = sqrt(tan_phi * tan_phi + 1.0);
double cos_phi = 1.0 / dr;
/* clamp u range to avoid influence of pixels "behind" the source */
float umin = max_ff(pu - cos_phi * dist_min, 0.0f);
float umax = max_ff(pu - cos_phi * dist_max, 0.0f);
v = umin * tan_phi;
dv = tan_phi;
int start = int(floorf(umax));
int end = int(ceilf(umin));
num = end - start;
sector_to_buffer(source, end, int(ceilf(v)), x, y);
falloff_factor = dist_max > dist_min ? dr / double(dist_max - dist_min) : 0.0f;
float *iter = input->get_buffer() + input->get_coords_offset(x, y);
return iter;
}
/**
* Perform the actual accumulation along a ray segment from source to pt.
* Only pixels within dist_min..dist_max contribute.
*
* The loop runs backwards(!) over the primary sector space axis u, i.e. increasing distance to
* pt. After each step it decrements v by dv < 1, adding a buffer shift when necessary.
*/
static void eval(MemoryBuffer *input,
float output[4],
const float co[2],
const float source[2],
float dist_min,
float dist_max)
{
const rcti &rect = input->get_rect();
int x, y, num;
float v, dv;
float falloff_factor;
float border[4];
zero_v4(output);
if (int(co[0] - source[0]) == 0 && int(co[1] - source[1]) == 0) {
copy_v4_v4(output, input->get_elem(source[0], source[1]));
return;
}
/* Initialize the iteration variables. */
float *buffer = init_buffer_iterator(
input, source, co, dist_min, dist_max, x, y, num, v, dv, falloff_factor);
zero_v3(border);
border[3] = 1.0f;
/* v_local keeps track of when to decrement v (see below) */
float v_local = v - floorf(v);
for (int i = 0; i < num; i++) {
float weight = 1.0f - float(i) * falloff_factor;
weight *= weight;
/* range check, use last valid color when running beyond the image border */
if (x >= rect.xmin && x < rect.xmax && y >= rect.ymin && y < rect.ymax) {
madd_v4_v4fl(output, buffer, buffer[3] * weight);
/* use as border color in case subsequent pixels are out of bounds */
copy_v4_v4(border, buffer);
}
else {
madd_v4_v4fl(output, border, border[3] * weight);
}
/* TODO: implement proper filtering here, see
* https://en.wikipedia.org/wiki/Lanczos_resampling
* https://en.wikipedia.org/wiki/Sinc_function
*
* using lanczos with x = distance from the line segment,
* normalized to a == 0.5f, could give a good result
*
* for now just divide equally at the end ...
*/
/* decrement u */
x -= fxu;
y -= fyu;
buffer -= fxu * input->elem_stride + fyu * input->row_stride;
/* decrement v (in steps of dv < 1) */
v_local -= dv;
if (v_local < 0.0f) {
v_local += 1.0f;
x -= fxv;
y -= fyv;
buffer -= fxv * input->elem_stride + fyv * input->row_stride;
}
}
/* normalize */
if (num > 0) {
mul_v4_fl(output, 1.0f / float(num));
}
}
};
/**
* Dispatch function which selects an appropriate accumulator based on the sector of the target
* point, relative to the source.
*
* The BufferLineAccumulator defines the actual loop over the buffer, with an efficient inner loop
* due to using compile time constants instead of a local matrix variable defining the sector
* space.
*/
static void accumulate_line(MemoryBuffer *input,
float output[4],
const float co[2],
const float source[2],
float dist_min,
float dist_max)
{
/* coordinates relative to source */
float pt_ofs[2] = {co[0] - source[0], co[1] - source[1]};
/* The source sectors are defined like so:
*
* \ 3 | 2 /
* \ | /
* 4 \ | / 1
* \|/
* -----------
* /|\
* 5 / | \ 8
* / | \
* / 6 | 7 \
*
* The template arguments encode the transformation into "sector space",
* by means of rotation/mirroring matrix elements.
*/
if (fabsf(pt_ofs[1]) > fabsf(pt_ofs[0])) {
if (pt_ofs[0] > 0.0f) {
if (pt_ofs[1] > 0.0f) {
/* 2 */
BufferLineAccumulator<0, 1, 1, 0>::eval(input, output, co, source, dist_min, dist_max);
}
else {
/* 7 */
BufferLineAccumulator<0, 1, -1, 0>::eval(input, output, co, source, dist_min, dist_max);
}
}
else {
if (pt_ofs[1] > 0.0f) {
/* 3 */
BufferLineAccumulator<0, -1, 1, 0>::eval(input, output, co, source, dist_min, dist_max);
}
else {
/* 6 */
BufferLineAccumulator<0, -1, -1, 0>::eval(input, output, co, source, dist_min, dist_max);
}
}
}
else {
if (pt_ofs[0] > 0.0f) {
if (pt_ofs[1] > 0.0f) {
/* 1 */
BufferLineAccumulator<1, 0, 0, 1>::eval(input, output, co, source, dist_min, dist_max);
}
else {
/* 8 */
BufferLineAccumulator<1, 0, 0, -1>::eval(input, output, co, source, dist_min, dist_max);
}
}
else {
if (pt_ofs[1] > 0.0f) {
/* 4 */
BufferLineAccumulator<-1, 0, 0, 1>::eval(input, output, co, source, dist_min, dist_max);
}
else {
/* 5 */
BufferLineAccumulator<-1, 0, 0, -1>::eval(input, output, co, source, dist_min, dist_max);
}
}
}
}
void *SunBeamsOperation::initialize_tile_data(rcti * /*rect*/)
{
void *buffer = get_input_operation(0)->initialize_tile_data(nullptr);
return buffer;
}
void SunBeamsOperation::execute_pixel(float output[4], int x, int y, void *data)
{
const float co[2] = {float(x), float(y)};
accumulate_line((MemoryBuffer *)data, output, co, source_px_, 0.0f, ray_length_px_);
}
static void calc_ray_shift(rcti *rect, float x, float y, const float source[2], float ray_length)
{
float co[2] = {float(x), float(y)};
float dir[2], dist;
/* move (x,y) vector toward the source by ray_length distance */
sub_v2_v2v2(dir, co, source);
dist = normalize_v2(dir);
mul_v2_fl(dir, min_ff(dist, ray_length));
sub_v2_v2(co, dir);
int ico[2] = {int(co[0]), int(co[1])};
BLI_rcti_do_minmax_v(rect, ico);
}
bool SunBeamsOperation::determine_depending_area_of_interest(rcti *input,
ReadBufferOperation *read_operation,
rcti *output)
{
/* Enlarges the rect by moving each corner toward the source.
* This is the maximum distance that pixels can influence each other
* and gives a rect that contains all possible accumulated pixels.
*/
rcti rect = *input;
calc_ray_shift(&rect, input->xmin, input->ymin, source_px_, ray_length_px_);
calc_ray_shift(&rect, input->xmin, input->ymax, source_px_, ray_length_px_);
calc_ray_shift(&rect, input->xmax, input->ymin, source_px_, ray_length_px_);
calc_ray_shift(&rect, input->xmax, input->ymax, source_px_, ray_length_px_);
return NodeOperation::determine_depending_area_of_interest(&rect, read_operation, output);
}
void SunBeamsOperation::get_area_of_interest(const int input_idx,
const rcti &output_area,
rcti &r_input_area)
{
BLI_assert(input_idx == 0);
UNUSED_VARS(input_idx);
calc_rays_common_data();
r_input_area = output_area;
/* Enlarges the rect by moving each corner toward the source.
* This is the maximum distance that pixels can influence each other
* and gives a rect that contains all possible accumulated pixels. */
calc_ray_shift(&r_input_area, output_area.xmin, output_area.ymin, source_px_, ray_length_px_);
calc_ray_shift(&r_input_area, output_area.xmin, output_area.ymax, source_px_, ray_length_px_);
calc_ray_shift(&r_input_area, output_area.xmax, output_area.ymin, source_px_, ray_length_px_);
calc_ray_shift(&r_input_area, output_area.xmax, output_area.ymax, source_px_, ray_length_px_);
}
void SunBeamsOperation::update_memory_buffer_partial(MemoryBuffer *output,
const rcti &area,
Span<MemoryBuffer *> inputs)
{
MemoryBuffer *input = inputs[0];
float coords[2];
for (int y = area.ymin; y < area.ymax; y++) {
coords[1] = y;
float *out_elem = output->get_elem(area.xmin, y);
for (int x = area.xmin; x < area.xmax; x++) {
coords[0] = x;
accumulate_line(input, out_elem, coords, source_px_, 0.0f, ray_length_px_);
out_elem += output->elem_stride;
}
}
}
} // namespace blender::compositor