Files
test2/source/blender/compositor/operations/COM_SunBeamsOperation.cc
Omar Emara acd4a85d6b Fix #124445: Sun beams produces sharp results
The Sun beams node produces sharp results when the background has an
alpha channel. That's because the sun beams samples were weights by the
alpha channel, and when the image is mostly transparent, no smooth
falloff can exist.

This is a regression in the Sun Beams redesign that took place in v3.6.
I was mislead by the fact that the alpha was multiplied to the weight.
But the original code actually multiplied the alpha of the border color,
not the sample color. So this fix essentially restores the old behavior.

Pull Request: https://projects.blender.org/blender/blender/pulls/124532
2024-07-11 16:10:50 +02:00

84 lines
3.1 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++) {
if (max_steps == 0) {
copy_v4_v4(output->get_elem(x, y), input->get_elem(x, y));
continue;
}
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 float4 sample_color = input->texture_bilinear_extend(position);
/* Attenuate the contributions of pixels that are further away from the source using a
* quadratic falloff. */
const float weight = math::square(1.0f - i / float(steps));
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