Files
test2/source/blender/compositor/nodes/COM_DefocusNode.cc
Sergey Sharybin 9532ea3f8c Compositor: Remove Render/Edit Quality setting
The setting was only affecting some of the blur operations, which
does not typically results in a measurable performance boost in real
compositor setups.

For the simplicity of settings on user level remove setting which
potentially makes compositor output worse, without much benefit.

There are better ways to gain performance, like compositing on a
lower resolution, exposing "preview" as an input to the node tree
(similar to the geometry nodes) etc.

Pull Request: https://projects.blender.org/blender/blender/pulls/121576
2024-05-08 16:41:23 +02:00

134 lines
5.1 KiB
C++

/* SPDX-FileCopyrightText: 2011 Blender Authors
*
* SPDX-License-Identifier: GPL-2.0-or-later */
#include "DNA_scene_types.h"
#include "BKE_camera.h"
#include "COM_BokehImageOperation.h"
#include "COM_ConvertDepthToRadiusOperation.h"
#include "COM_DefocusNode.h"
#include "COM_FastGaussianBlurOperation.h"
#include "COM_GammaCorrectOperation.h"
#include "COM_MathBaseOperation.h"
#include "COM_SetValueOperation.h"
#include "COM_VariableSizeBokehBlurOperation.h"
namespace blender::compositor {
DefocusNode::DefocusNode(bNode *editor_node) : Node(editor_node)
{
/* pass */
}
void DefocusNode::convert_to_operations(NodeConverter &converter,
const CompositorContext &context) const
{
const bNode *node = this->get_bnode();
const NodeDefocus *data = (const NodeDefocus *)node->storage;
NodeOperation *radius_operation;
if (data->no_zbuf) {
MathMultiplyOperation *multiply = new MathMultiplyOperation();
SetValueOperation *multiplier = new SetValueOperation();
multiplier->set_value(data->scale);
SetValueOperation *max_radius = new SetValueOperation();
max_radius->set_value(data->maxblur);
MathMinimumOperation *minimize = new MathMinimumOperation();
converter.add_operation(multiply);
converter.add_operation(multiplier);
converter.add_operation(max_radius);
converter.add_operation(minimize);
converter.map_input_socket(get_input_socket(1), multiply->get_input_socket(0));
converter.add_link(multiplier->get_output_socket(), multiply->get_input_socket(1));
converter.add_link(multiply->get_output_socket(), minimize->get_input_socket(0));
converter.add_link(max_radius->get_output_socket(), minimize->get_input_socket(1));
radius_operation = minimize;
}
else {
ConvertDepthToRadiusOperation *radius_op = new ConvertDepthToRadiusOperation();
radius_op->set_data(data);
radius_op->set_scene(get_scene(context));
converter.add_operation(radius_op);
converter.map_input_socket(get_input_socket(1), radius_op->get_input_socket(0));
converter.map_input_socket(get_input_socket(0), radius_op->get_input_socket(1));
GaussianXBlurOperation *blur_x_operation = new GaussianXBlurOperation();
converter.add_operation(blur_x_operation);
converter.add_link(radius_op->get_output_socket(), blur_x_operation->get_input_socket(0));
GaussianYBlurOperation *blur_y_operation = new GaussianYBlurOperation();
converter.add_operation(blur_y_operation);
converter.add_link(blur_x_operation->get_output_socket(),
blur_y_operation->get_input_socket(0));
MathMinimumOperation *minimum_operation = new MathMinimumOperation();
converter.add_operation(minimum_operation);
converter.add_link(blur_y_operation->get_output_socket(),
minimum_operation->get_input_socket(0));
converter.add_link(radius_op->get_output_socket(), minimum_operation->get_input_socket(1));
radius_op->set_blur_x_operation(blur_x_operation);
radius_op->set_blur_y_operation(blur_y_operation);
radius_operation = minimum_operation;
}
NodeBokehImage *bokehdata = new NodeBokehImage();
bokehdata->angle = data->rotation;
bokehdata->rounding = 0.0f;
bokehdata->flaps = data->bktype;
if (data->bktype < 3) {
bokehdata->flaps = 5;
bokehdata->rounding = 1.0f;
}
bokehdata->catadioptric = 0.0f;
bokehdata->lensshift = 0.0f;
BokehImageOperation *bokeh = new BokehImageOperation();
bokeh->set_data(bokehdata);
bokeh->set_resolution(math::ceil(data->maxblur) * 2 + 1);
bokeh->delete_data_on_finish();
converter.add_operation(bokeh);
SetValueOperation *bounding_box_operation = new SetValueOperation();
bounding_box_operation->set_value(1.0f);
converter.add_operation(bounding_box_operation);
VariableSizeBokehBlurOperation *operation = new VariableSizeBokehBlurOperation();
operation->set_max_blur(data->maxblur);
operation->set_threshold(0.0f);
converter.add_operation(operation);
converter.add_link(bokeh->get_output_socket(), operation->get_input_socket(1));
converter.add_link(radius_operation->get_output_socket(), operation->get_input_socket(2));
converter.add_link(bounding_box_operation->get_output_socket(), operation->get_input_socket(3));
if (data->gamco) {
GammaCorrectOperation *correct = new GammaCorrectOperation();
converter.add_operation(correct);
GammaUncorrectOperation *inverse = new GammaUncorrectOperation();
converter.add_operation(inverse);
converter.map_input_socket(get_input_socket(0), correct->get_input_socket(0));
converter.add_link(correct->get_output_socket(), operation->get_input_socket(0));
converter.add_link(operation->get_output_socket(), inverse->get_input_socket(0));
converter.map_output_socket(get_output_socket(), inverse->get_output_socket());
}
else {
converter.map_input_socket(get_input_socket(0), operation->get_input_socket(0));
converter.map_output_socket(get_output_socket(), operation->get_output_socket());
}
}
const Scene *DefocusNode::get_scene(const CompositorContext &context) const
{
return get_bnode()->id ? reinterpret_cast<Scene *>(get_bnode()->id) : context.get_scene();
}
} // namespace blender::compositor