This patch changes all anti-aliasing operations to use SMAA instead of the Scale3x-based operation. That's because SMAA is more accurate while the Scale3x one is more a hack.
99 lines
4.2 KiB
C++
99 lines
4.2 KiB
C++
/* SPDX-FileCopyrightText: 2011 Blender Authors
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*
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* SPDX-License-Identifier: GPL-2.0-or-later */
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#include "COM_ZCombineNode.h"
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#include "COM_MathBaseOperation.h"
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#include "COM_SMAAOperation.h"
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#include "COM_ZCombineOperation.h"
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namespace blender::compositor {
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void ZCombineNode::convert_to_operations(NodeConverter &converter,
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const CompositorContext & /*context*/) const
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{
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if (this->get_bnode()->custom2) {
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ZCombineOperation *operation = nullptr;
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if (this->get_bnode()->custom1) {
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operation = new ZCombineAlphaOperation();
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}
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else {
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operation = new ZCombineOperation();
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}
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converter.add_operation(operation);
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converter.map_input_socket(get_input_socket(0), operation->get_input_socket(0));
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converter.map_input_socket(get_input_socket(1), operation->get_input_socket(1));
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converter.map_input_socket(get_input_socket(2), operation->get_input_socket(2));
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converter.map_input_socket(get_input_socket(3), operation->get_input_socket(3));
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converter.map_output_socket(get_output_socket(0), operation->get_output_socket());
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MathMinimumOperation *zoperation = new MathMinimumOperation();
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converter.add_operation(zoperation);
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converter.map_input_socket(get_input_socket(1), zoperation->get_input_socket(0));
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converter.map_input_socket(get_input_socket(3), zoperation->get_input_socket(1));
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converter.map_output_socket(get_output_socket(1), zoperation->get_output_socket());
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}
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else {
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/* XXX custom1 is "use_alpha", what on earth is this supposed to do here?!? */
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/* not full anti alias, use masking for Z combine. be aware it uses anti aliasing. */
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/* Step 1 create mask. */
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NodeOperation *maskoperation;
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if (this->get_bnode()->custom1) {
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maskoperation = new MathGreaterThanOperation();
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}
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else {
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maskoperation = new MathLessThanOperation();
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}
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converter.add_operation(maskoperation);
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converter.map_input_socket(get_input_socket(1), maskoperation->get_input_socket(0));
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converter.map_input_socket(get_input_socket(3), maskoperation->get_input_socket(1));
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/* Step 2 anti alias mask bit of an expensive operation, but does the trick. */
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SMAAEdgeDetectionOperation *smaa_edge_detection = new SMAAEdgeDetectionOperation();
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converter.add_operation(smaa_edge_detection);
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converter.add_link(maskoperation->get_output_socket(),
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smaa_edge_detection->get_input_socket(0));
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SMAABlendingWeightCalculationOperation *smaa_blending_weights =
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new SMAABlendingWeightCalculationOperation();
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converter.add_operation(smaa_blending_weights);
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converter.add_link(smaa_edge_detection->get_output_socket(),
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smaa_blending_weights->get_input_socket(0));
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SMAANeighborhoodBlendingOperation *smaa_neighborhood = new SMAANeighborhoodBlendingOperation();
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converter.add_operation(smaa_neighborhood);
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converter.add_link(maskoperation->get_output_socket(), smaa_neighborhood->get_input_socket(0));
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converter.add_link(smaa_blending_weights->get_output_socket(),
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smaa_neighborhood->get_input_socket(1));
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/* use mask to blend between the input colors. */
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ZCombineMaskOperation *zcombineoperation = this->get_bnode()->custom1 ?
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new ZCombineMaskAlphaOperation() :
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new ZCombineMaskOperation();
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converter.add_operation(zcombineoperation);
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converter.add_link(smaa_neighborhood->get_output_socket(),
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zcombineoperation->get_input_socket(0));
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converter.map_input_socket(get_input_socket(0), zcombineoperation->get_input_socket(1));
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converter.map_input_socket(get_input_socket(2), zcombineoperation->get_input_socket(2));
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converter.map_output_socket(get_output_socket(0), zcombineoperation->get_output_socket());
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MathMinimumOperation *zoperation = new MathMinimumOperation();
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converter.add_operation(zoperation);
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converter.map_input_socket(get_input_socket(1), zoperation->get_input_socket(0));
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converter.map_input_socket(get_input_socket(3), zoperation->get_input_socket(1));
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converter.map_output_socket(get_output_socket(1), zoperation->get_output_socket());
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}
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}
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} // namespace blender::compositor
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