Files
test/source/blender/compositor/operations/COM_SunBeamsOperation.cc
Aras Pranckevicius f5f7024040 Cleanup: Remove now-unused "tiled" compositor implementation
New ("fullframe") CPU compositor backend is being used now, and all the code
related to "tiled" CPU compositor is just never used anymore. The new backend
is faster, uses less memory, better matches GPU compositor, etc.

TL;DR: 20 thousand lines of code gone.

This commit:
- Removes various bits and pieces related to "tiled" compositor (execution
  groups, one-pixel-at-a-time node processing, read/write buffer operations
  related to node execution groups).
- "GPU" (OpenCL) execution device, that was only used by several nodes of
  the tiled compositor.
  - With that, remove CLEW external library too, since nothing within Blender
    uses OpenCL directly anymore.

Pull Request: https://projects.blender.org/blender/blender/pulls/118819
2024-02-28 16:59:16 +01:00

83 lines
3.2 KiB
C++

/* SPDX-FileCopyrightText: 2014 Blender Authors
*
* SPDX-License-Identifier: GPL-2.0-or-later */
#include "BLI_math_base.hh"
#include "BLI_math_vector.h"
#include "BLI_math_vector.hh"
#include "BLI_math_vector_types.hh"
#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);
}
void SunBeamsOperation::update_memory_buffer_partial(MemoryBuffer *output,
const rcti &area,
Span<MemoryBuffer *> inputs)
{
MemoryBuffer *input = inputs[0];
const float2 input_size = float2(input->get_width(), input->get_height());
const int max_steps = int(data_.ray_length * math::length(input_size));
const float2 source = float2(data_.source);
for (int y = area.ymin; y < area.ymax; y++) {
for (int x = area.xmin; x < area.xmax; x++) {
const float2 texel = float2(x, y);
/* The number of steps is the distance in pixels from the source to the current texel. With
* at least a single step and at most the user specified maximum ray length, which is
* proportional to the diagonal pixel count. */
const float unbounded_steps = math::max(1.0f, math::distance(texel, source * input_size));
const int steps = math::min(max_steps, int(unbounded_steps));
/* We integrate from the current pixel to the source pixel, so compute the start coordinates
* and step vector in the direction to source. Notice that the step vector is still computed
* from the unbounded steps, such that the total integration length becomes limited by the
* bounded steps, and thus by the maximum ray length. */
const float2 coordinates = (texel + float2(0.5f)) / input_size;
const float2 vector_to_source = source - coordinates;
const float2 step_vector = vector_to_source / unbounded_steps;
float accumulated_weight = 0.0f;
float4 accumulated_color = float4(0.0f);
for (int i = 0; i <= steps; i++) {
float2 position = coordinates + i * step_vector;
/* We are already past the image boundaries, and any future steps are also past the image
* boundaries, so break. */
if (position.x < 0.0f || position.y < 0.0f || position.x > 1.0f || position.y > 1.0f) {
break;
}
const float2 coordinates = position * input_size;
float4 sample_color;
input->read_elem_bilinear(coordinates.x, coordinates.y, sample_color);
/* Attenuate the contributions of pixels that are further away from the source using a
* quadratic falloff. Also weight by the alpha to give more significance to opaque pixels.
*/
const float weight = (math::square(1.0f - i / float(steps))) * sample_color.w;
accumulated_weight += weight;
accumulated_color += sample_color * weight;
}
accumulated_color /= accumulated_weight != 0.0f ? accumulated_weight : 1.0f;
copy_v4_v4(output->get_elem(x, y), accumulated_color);
}
}
}
} // namespace blender::compositor