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
890 lines
24 KiB
C++
890 lines
24 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 "BLI_jitter_2d.h"
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#include "COM_VectorBlurOperation.h"
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namespace blender::compositor {
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/* Defined */
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#define PASS_VECTOR_MAX 10000.0f
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/* Forward declarations */
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struct DrawBufPixel;
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struct ZSpan;
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void zbuf_accumulate_vecblur(NodeBlurData *nbd,
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int xsize,
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int ysize,
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float *newrect,
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const float *imgrect,
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float *vecbufrect,
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const float *zbufrect);
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void zbuf_alloc_span(ZSpan *zspan, int rectx, int recty, float clipcrop);
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void zbuf_free_span(ZSpan *zspan);
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void antialias_tagbuf(int xsize, int ysize, char *rectmove);
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/* VectorBlurOperation */
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VectorBlurOperation::VectorBlurOperation()
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{
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this->add_input_socket(DataType::Color);
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this->add_input_socket(DataType::Value); /* ZBUF */
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this->add_input_socket(DataType::Color); /* SPEED */
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this->add_output_socket(DataType::Color);
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settings_ = nullptr;
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cached_instance_ = nullptr;
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}
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void VectorBlurOperation::init_execution()
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{
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cached_instance_ = nullptr;
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QualityStepHelper::init_execution(COM_QH_INCREASE);
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}
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void VectorBlurOperation::deinit_execution()
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{
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if (cached_instance_) {
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MEM_freeN(cached_instance_);
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cached_instance_ = nullptr;
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}
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}
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void VectorBlurOperation::get_area_of_interest(const int /*input_idx*/,
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const rcti & /*output_area*/,
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rcti &r_input_area)
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{
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r_input_area = this->get_canvas();
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}
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void VectorBlurOperation::update_memory_buffer(MemoryBuffer *output,
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const rcti &area,
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Span<MemoryBuffer *> inputs)
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{
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/* TODO(manzanilla): once tiled implementation is removed, run multi-threaded where possible. */
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if (!cached_instance_) {
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MemoryBuffer *image = inputs[IMAGE_INPUT_INDEX];
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const bool is_image_inflated = image->is_a_single_elem();
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image = is_image_inflated ? image->inflate() : image;
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/* Must be a copy because it's modified in #generate_vector_blur. */
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MemoryBuffer *speed = inputs[SPEED_INPUT_INDEX];
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speed = speed->is_a_single_elem() ? speed->inflate() : new MemoryBuffer(*speed);
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MemoryBuffer *z = inputs[Z_INPUT_INDEX];
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const bool is_z_inflated = z->is_a_single_elem();
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z = is_z_inflated ? z->inflate() : z;
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cached_instance_ = (float *)MEM_dupallocN(image->get_buffer());
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this->generate_vector_blur(cached_instance_, image, speed, z);
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if (is_image_inflated) {
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delete image;
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}
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delete speed;
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if (is_z_inflated) {
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delete z;
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}
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}
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const int num_channels = COM_data_type_num_channels(get_output_socket()->get_data_type());
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MemoryBuffer buf(cached_instance_, num_channels, this->get_width(), this->get_height());
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output->copy_from(&buf, area);
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}
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void VectorBlurOperation::generate_vector_blur(float *data,
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MemoryBuffer *input_image,
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MemoryBuffer *input_speed,
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MemoryBuffer *inputZ)
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{
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NodeBlurData blurdata;
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blurdata.samples = settings_->samples / QualityStepHelper::get_step();
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blurdata.maxspeed = settings_->maxspeed;
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blurdata.minspeed = settings_->minspeed;
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blurdata.curved = settings_->curved;
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blurdata.fac = settings_->fac;
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zbuf_accumulate_vecblur(&blurdata,
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this->get_width(),
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this->get_height(),
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data,
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input_image->get_buffer(),
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input_speed->get_buffer(),
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inputZ->get_buffer());
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}
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/* -------------------------------------------------------------------- */
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/** \name Spans
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*
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* Duplicated logic from `zbuf.cc`.
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* \{ */
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/** Span fill in method, is also used to localize data for Z-buffering. */
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struct ZSpan {
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/* range for clipping */
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int rectx, recty;
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/* actual filled in range */
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int miny1, maxy1, miny2, maxy2;
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/* vertex pointers detect min/max range in */
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const float *minp1, *maxp1, *minp2, *maxp2;
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float *span1, *span2;
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/* transform from hoco to zbuf co */
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float zmulx, zmuly, zofsx, zofsy;
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int *rectz;
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DrawBufPixel *rectdraw;
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float clipcrop;
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};
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/**
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* Each Z-buffer has coordinates transformed to local rectangle coordinates,
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* so we can simply clip.
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*/
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void zbuf_alloc_span(ZSpan *zspan, int rectx, int recty, float clipcrop)
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{
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memset(zspan, 0, sizeof(ZSpan));
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zspan->rectx = rectx;
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zspan->recty = recty;
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zspan->span1 = (float *)MEM_mallocN(recty * sizeof(float), "zspan");
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zspan->span2 = (float *)MEM_mallocN(recty * sizeof(float), "zspan");
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zspan->clipcrop = clipcrop;
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}
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void zbuf_free_span(ZSpan *zspan)
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{
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if (zspan) {
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if (zspan->span1) {
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MEM_freeN(zspan->span1);
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}
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if (zspan->span2) {
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MEM_freeN(zspan->span2);
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}
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zspan->span1 = zspan->span2 = nullptr;
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}
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}
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/* reset range for clipping */
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static void zbuf_init_span(ZSpan *zspan)
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{
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zspan->miny1 = zspan->miny2 = zspan->recty + 1;
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zspan->maxy1 = zspan->maxy2 = -1;
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zspan->minp1 = zspan->maxp1 = zspan->minp2 = zspan->maxp2 = nullptr;
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}
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static void zbuf_add_to_span(ZSpan *zspan, const float v1[2], const float v2[2])
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{
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const float *minv, *maxv;
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float *span;
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float xx1, dx0, xs0;
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int y, my0, my2;
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if (v1[1] < v2[1]) {
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minv = v1;
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maxv = v2;
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}
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else {
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minv = v2;
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maxv = v1;
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}
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my0 = ceil(minv[1]);
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my2 = floor(maxv[1]);
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if (my2 < 0 || my0 >= zspan->recty) {
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return;
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}
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/* clip top */
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if (my2 >= zspan->recty) {
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my2 = zspan->recty - 1;
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}
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/* clip bottom */
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if (my0 < 0) {
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my0 = 0;
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}
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if (my0 > my2) {
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return;
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}
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/* if (my0>my2) should still fill in, that way we get spans that skip nicely */
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xx1 = maxv[1] - minv[1];
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if (xx1 > FLT_EPSILON) {
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dx0 = (minv[0] - maxv[0]) / xx1;
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xs0 = dx0 * (minv[1] - my2) + minv[0];
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}
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else {
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dx0 = 0.0f;
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xs0 = min_ff(minv[0], maxv[0]);
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}
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/* empty span */
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if (zspan->maxp1 == nullptr) {
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span = zspan->span1;
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}
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else { /* does it complete left span? */
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if (maxv == zspan->minp1 || minv == zspan->maxp1) {
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span = zspan->span1;
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}
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else {
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span = zspan->span2;
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}
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}
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if (span == zspan->span1) {
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// printf("left span my0 %d my2 %d\n", my0, my2);
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if (zspan->minp1 == nullptr || zspan->minp1[1] > minv[1]) {
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zspan->minp1 = minv;
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}
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if (zspan->maxp1 == nullptr || zspan->maxp1[1] < maxv[1]) {
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zspan->maxp1 = maxv;
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}
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if (my0 < zspan->miny1) {
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zspan->miny1 = my0;
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}
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if (my2 > zspan->maxy1) {
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zspan->maxy1 = my2;
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}
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}
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else {
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// printf("right span my0 %d my2 %d\n", my0, my2);
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if (zspan->minp2 == nullptr || zspan->minp2[1] > minv[1]) {
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zspan->minp2 = minv;
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}
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if (zspan->maxp2 == nullptr || zspan->maxp2[1] < maxv[1]) {
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zspan->maxp2 = maxv;
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}
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if (my0 < zspan->miny2) {
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zspan->miny2 = my0;
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}
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if (my2 > zspan->maxy2) {
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zspan->maxy2 = my2;
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}
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}
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for (y = my2; y >= my0; y--, xs0 += dx0) {
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/* xs0 is the X-coordinate! */
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span[y] = xs0;
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}
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}
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/** \} */
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/* ******************** VECBLUR ACCUM BUF ************************* */
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struct DrawBufPixel {
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const float *colpoin;
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float alpha;
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};
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/**
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* \note Near duplicate of `zspan_scanconvert` in `zbuf.cc` with some minor adjustments.
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*/
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static void zbuf_fill_in_rgba(
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ZSpan *zspan, DrawBufPixel *col, float *v1, float *v2, float *v3, float *v4)
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{
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DrawBufPixel *rectpofs, *rp;
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double zxd, zyd, zy0, zverg;
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float x0, y0, z0;
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float x1, y1, z1, x2, y2, z2, xx1;
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const float *span1, *span2;
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float *rectzofs, *rz;
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int x, y;
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int sn1, sn2, rectx, my0, my2;
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/* init */
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zbuf_init_span(zspan);
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/* set spans */
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zbuf_add_to_span(zspan, v1, v2);
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zbuf_add_to_span(zspan, v2, v3);
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zbuf_add_to_span(zspan, v3, v4);
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zbuf_add_to_span(zspan, v4, v1);
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/* clipped */
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if (zspan->minp2 == nullptr || zspan->maxp2 == nullptr) {
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return;
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}
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my0 = max_ii(zspan->miny1, zspan->miny2);
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my2 = min_ii(zspan->maxy1, zspan->maxy2);
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// printf("my %d %d\n", my0, my2);
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if (my2 < my0) {
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return;
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}
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/* ZBUF DX DY, in floats still */
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x1 = v1[0] - v2[0];
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x2 = v2[0] - v3[0];
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y1 = v1[1] - v2[1];
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y2 = v2[1] - v3[1];
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z1 = v1[2] - v2[2];
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z2 = v2[2] - v3[2];
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x0 = y1 * z2 - z1 * y2;
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y0 = z1 * x2 - x1 * z2;
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z0 = x1 * y2 - y1 * x2;
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if (z0 == 0.0f) {
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return;
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}
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xx1 = (x0 * v1[0] + y0 * v1[1]) / z0 + v1[2];
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zxd = -double(x0) / double(z0);
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zyd = -double(y0) / double(z0);
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zy0 = double(my2) * zyd + double(xx1);
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/* start-offset in rect */
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rectx = zspan->rectx;
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rectzofs = (float *)(zspan->rectz + rectx * my2);
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rectpofs = ((DrawBufPixel *)zspan->rectdraw) + rectx * my2;
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/* correct span */
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sn1 = (my0 + my2) / 2;
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if (zspan->span1[sn1] < zspan->span2[sn1]) {
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span1 = zspan->span1 + my2;
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span2 = zspan->span2 + my2;
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}
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else {
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span1 = zspan->span2 + my2;
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span2 = zspan->span1 + my2;
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}
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for (y = my2; y >= my0; y--, span1--, span2--) {
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sn1 = floor(*span1);
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sn2 = floor(*span2);
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sn1++;
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if (sn2 >= rectx) {
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sn2 = rectx - 1;
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}
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if (sn1 < 0) {
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sn1 = 0;
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}
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if (sn2 >= sn1) {
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zverg = double(sn1) * zxd + zy0;
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rz = rectzofs + sn1;
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rp = rectpofs + sn1;
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x = sn2 - sn1;
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while (x >= 0) {
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if (zverg < double(*rz)) {
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*rz = zverg;
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*rp = *col;
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}
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zverg += zxd;
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rz++;
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rp++;
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x--;
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}
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}
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zy0 -= zyd;
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rectzofs -= rectx;
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rectpofs -= rectx;
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}
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}
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/* char value==255 is filled in, rest should be zero */
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/* returns alpha values,
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* but sets alpha to 1 for zero alpha pixels that have an alpha value as neighbor. */
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void antialias_tagbuf(int xsize, int ysize, char *rectmove)
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{
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char *row1, *row2, *row3;
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char prev, next;
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int a, x, y, step;
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/* 1: tag pixels to be candidate for AA */
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for (y = 2; y < ysize; y++) {
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/* setup rows */
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row1 = rectmove + (y - 2) * xsize;
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row2 = row1 + xsize;
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row3 = row2 + xsize;
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for (x = 2; x < xsize; x++, row1++, row2++, row3++) {
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if (row2[1]) {
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if (row2[0] == 0 || row2[2] == 0 || row1[1] == 0 || row3[1] == 0) {
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row2[1] = 128;
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}
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}
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}
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}
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/* 2: evaluate horizontal scan-lines and calculate alphas. */
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row1 = rectmove;
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for (y = 0; y < ysize; y++) {
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row1++;
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for (x = 1; x < xsize; x++, row1++) {
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if (row1[0] == 128 && row1[1] == 128) {
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/* find previous color and next color and amount of steps to blend */
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prev = row1[-1];
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step = 1;
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while (x + step < xsize && row1[step] == 128) {
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step++;
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}
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if (x + step != xsize) {
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/* now we can blend values */
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next = row1[step];
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/* NOTE: prev value can be next value, but we do this loop to clear 128 then. */
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for (a = 0; a < step; a++) {
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int fac, mfac;
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fac = ((a + 1) << 8) / (step + 1);
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mfac = 255 - fac;
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row1[a] = (prev * mfac + next * fac) >> 8;
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}
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}
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}
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}
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}
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/* 3: evaluate vertical scan-lines and calculate alphas */
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/* use for reading a copy of the original tagged buffer */
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for (x = 0; x < xsize; x++) {
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row1 = rectmove + x + xsize;
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for (y = 1; y < ysize; y++, row1 += xsize) {
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if (row1[0] == 128 && row1[xsize] == 128) {
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/* find previous color and next color and amount of steps to blend */
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prev = row1[-xsize];
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step = 1;
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while (y + step < ysize && row1[step * xsize] == 128) {
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step++;
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}
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if (y + step != ysize) {
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/* now we can blend values */
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next = row1[step * xsize];
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/* NOTE: prev value can be next value, but we do this loop to clear 128 then. */
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for (a = 0; a < step; a++) {
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int fac, mfac;
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fac = ((a + 1) << 8) / (step + 1);
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mfac = 255 - fac;
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row1[a * xsize] = (prev * mfac + next * fac) >> 8;
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}
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}
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}
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}
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}
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/* last: pixels with 0 we fill in Z-buffer, with 1 we skip for mask */
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for (y = 2; y < ysize; y++) {
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/* setup rows */
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row1 = rectmove + (y - 2) * xsize;
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row2 = row1 + xsize;
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row3 = row2 + xsize;
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for (x = 2; x < xsize; x++, row1++, row2++, row3++) {
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if (row2[1] == 0) {
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if (row2[0] > 1 || row2[2] > 1 || row1[1] > 1 || row3[1] > 1) {
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row2[1] = 1;
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}
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}
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}
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}
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}
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/* in: two vectors, first vector points from origin back in time, 2nd vector points to future */
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/* we make this into 3 points, center point is (0, 0) */
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/* and offset the center point just enough to make curve go through midpoint */
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static void quad_bezier_2d(float *result, const float *v1, const float *v2, const float *ipodata)
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{
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float p1[2], p2[2], p3[2];
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p3[0] = -v2[0];
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p3[1] = -v2[1];
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p1[0] = v1[0];
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p1[1] = v1[1];
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/* official formula 2*p2 - 0.5*p1 - 0.5*p3 */
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p2[0] = -0.5f * p1[0] - 0.5f * p3[0];
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p2[1] = -0.5f * p1[1] - 0.5f * p3[1];
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result[0] = ipodata[0] * p1[0] + ipodata[1] * p2[0] + ipodata[2] * p3[0];
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result[1] = ipodata[0] * p1[1] + ipodata[1] * p2[1] + ipodata[2] * p3[1];
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}
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static void set_quad_bezier_ipo(float fac, float *data)
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{
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float mfac = (1.0f - fac);
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data[0] = mfac * mfac;
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data[1] = 2.0f * mfac * fac;
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data[2] = fac * fac;
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}
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void zbuf_accumulate_vecblur(NodeBlurData *nbd,
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int xsize,
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int ysize,
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float *newrect,
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const float *imgrect,
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float *vecbufrect,
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const float *zbufrect)
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{
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ZSpan zspan;
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DrawBufPixel *rectdraw, *dr;
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static float jit[256][2];
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float v1[3], v2[3], v3[3], v4[3], fx, fy;
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const float *dimg, *dz, *ro;
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float *rectvz, *dvz, *dvec1, *dvec2, *dz1, *dz2, *rectz;
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float *minvecbufrect = nullptr, *rectweight, *rw, *rectmax, *rm;
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float maxspeedsq = float(nbd->maxspeed) * nbd->maxspeed;
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int y, x, step, maxspeed = nbd->maxspeed, samples = nbd->samples;
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int tsktsk = 0;
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static int firsttime = 1;
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char *rectmove, *dm;
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zbuf_alloc_span(&zspan, xsize, ysize, 1.0f);
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zspan.zmulx = float(xsize) / 2.0f;
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zspan.zmuly = float(ysize) / 2.0f;
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zspan.zofsx = 0.0f;
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zspan.zofsy = 0.0f;
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/* the buffers */
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rectz = (float *)MEM_callocN(sizeof(float) * xsize * ysize, "zbuf accum");
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zspan.rectz = (int *)rectz;
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rectmove = (char *)MEM_callocN(xsize * ysize, "rectmove");
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rectdraw = (DrawBufPixel *)MEM_callocN(sizeof(DrawBufPixel) * xsize * ysize, "rect draw");
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zspan.rectdraw = rectdraw;
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rectweight = (float *)MEM_callocN(sizeof(float) * xsize * ysize, "rect weight");
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rectmax = (float *)MEM_callocN(sizeof(float) * xsize * ysize, "rect max");
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/* debug... check if PASS_VECTOR_MAX still is in buffers */
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dvec1 = vecbufrect;
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for (x = 4 * xsize * ysize; x > 0; x--, dvec1++) {
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if (dvec1[0] == PASS_VECTOR_MAX) {
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dvec1[0] = 0.0f;
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tsktsk = 1;
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}
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}
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if (tsktsk) {
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printf("Found uninitialized speed in vector buffer... fixed.\n");
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}
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/* Min speed? then copy speed-buffer to recalculate speed vectors. */
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if (nbd->minspeed) {
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float minspeed = float(nbd->minspeed);
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float minspeedsq = minspeed * minspeed;
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minvecbufrect = (float *)MEM_callocN(sizeof(float[4]) * xsize * ysize, "minspeed buf");
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dvec1 = vecbufrect;
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dvec2 = minvecbufrect;
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for (x = 2 * xsize * ysize; x > 0; x--, dvec1 += 2, dvec2 += 2) {
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if (dvec1[0] == 0.0f && dvec1[1] == 0.0f) {
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dvec2[0] = dvec1[0];
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dvec2[1] = dvec1[1];
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}
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else {
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float speedsq = dvec1[0] * dvec1[0] + dvec1[1] * dvec1[1];
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if (speedsq <= minspeedsq) {
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dvec2[0] = 0.0f;
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dvec2[1] = 0.0f;
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}
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else {
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speedsq = 1.0f - minspeed / sqrtf(speedsq);
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dvec2[0] = speedsq * dvec1[0];
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dvec2[1] = speedsq * dvec1[1];
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}
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}
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}
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std::swap(minvecbufrect, vecbufrect);
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}
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/* Make vertex buffer with averaged speed and Z-values. */
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rectvz = (float *)MEM_callocN(sizeof(float[4]) * (xsize + 1) * (ysize + 1), "vertices");
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dvz = rectvz;
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for (y = 0; y <= ysize; y++) {
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|
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if (y == 0) {
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dvec1 = vecbufrect + 4 * y * xsize;
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}
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else {
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dvec1 = vecbufrect + 4 * (y - 1) * xsize;
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}
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|
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if (y == ysize) {
|
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dvec2 = vecbufrect + 4 * (y - 1) * xsize;
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}
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else {
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dvec2 = vecbufrect + 4 * y * xsize;
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}
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|
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for (x = 0; x <= xsize; x++) {
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|
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/* two vectors, so a step loop */
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for (step = 0; step < 2; step++, dvec1 += 2, dvec2 += 2, dvz += 2) {
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/* average on minimal speed */
|
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int div = 0;
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|
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if (x != 0) {
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if (dvec1[-4] != 0.0f || dvec1[-3] != 0.0f) {
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dvz[0] = dvec1[-4];
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dvz[1] = dvec1[-3];
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div++;
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}
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if (dvec2[-4] != 0.0f || dvec2[-3] != 0.0f) {
|
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if (div == 0) {
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dvz[0] = dvec2[-4];
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dvz[1] = dvec2[-3];
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div++;
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}
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else if ((fabsf(dvec2[-4]) + fabsf(dvec2[-3])) < (fabsf(dvz[0]) + fabsf(dvz[1]))) {
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dvz[0] = dvec2[-4];
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dvz[1] = dvec2[-3];
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}
|
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}
|
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}
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|
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if (x != xsize) {
|
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if (dvec1[0] != 0.0f || dvec1[1] != 0.0f) {
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if (div == 0) {
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dvz[0] = dvec1[0];
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dvz[1] = dvec1[1];
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div++;
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}
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else if ((fabsf(dvec1[0]) + fabsf(dvec1[1])) < (fabsf(dvz[0]) + fabsf(dvz[1]))) {
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dvz[0] = dvec1[0];
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dvz[1] = dvec1[1];
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}
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}
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if (dvec2[0] != 0.0f || dvec2[1] != 0.0f) {
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if (div == 0) {
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dvz[0] = dvec2[0];
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dvz[1] = dvec2[1];
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}
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else if ((fabsf(dvec2[0]) + fabsf(dvec2[1])) < (fabsf(dvz[0]) + fabsf(dvz[1]))) {
|
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dvz[0] = dvec2[0];
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dvz[1] = dvec2[1];
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}
|
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}
|
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}
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if (maxspeed) {
|
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float speedsq = dvz[0] * dvz[0] + dvz[1] * dvz[1];
|
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if (speedsq > maxspeedsq) {
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speedsq = float(maxspeed) / sqrtf(speedsq);
|
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dvz[0] *= speedsq;
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dvz[1] *= speedsq;
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}
|
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}
|
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}
|
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}
|
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}
|
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|
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/* set border speeds to keep border speeds on border */
|
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dz1 = rectvz;
|
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dz2 = rectvz + 4 * (ysize) * (xsize + 1);
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for (x = 0; x <= xsize; x++, dz1 += 4, dz2 += 4) {
|
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dz1[1] = 0.0f;
|
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dz2[1] = 0.0f;
|
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dz1[3] = 0.0f;
|
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dz2[3] = 0.0f;
|
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}
|
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dz1 = rectvz;
|
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dz2 = rectvz + 4 * (xsize);
|
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for (y = 0; y <= ysize; y++, dz1 += 4 * (xsize + 1), dz2 += 4 * (xsize + 1)) {
|
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dz1[0] = 0.0f;
|
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dz2[0] = 0.0f;
|
|
dz1[2] = 0.0f;
|
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dz2[2] = 0.0f;
|
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}
|
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|
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/* tag moving pixels, only these faces we draw */
|
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dm = rectmove;
|
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dvec1 = vecbufrect;
|
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for (x = xsize * ysize; x > 0; x--, dm++, dvec1 += 4) {
|
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if (dvec1[0] != 0.0f || dvec1[1] != 0.0f || dvec1[2] != 0.0f || dvec1[3] != 0.0f) {
|
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*dm = 255;
|
|
}
|
|
}
|
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|
|
antialias_tagbuf(xsize, ysize, rectmove);
|
|
|
|
/* Has to become static, the jitter initialization calls a random-seed,
|
|
* screwing up texture noise node. */
|
|
if (firsttime) {
|
|
firsttime = 0;
|
|
BLI_jitter_init(jit, 256);
|
|
}
|
|
|
|
memset(newrect, 0, sizeof(float) * xsize * ysize * 4);
|
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|
|
/* accumulate */
|
|
samples /= 2;
|
|
for (step = 1; step <= samples; step++) {
|
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float speedfac = 0.5f * nbd->fac * float(step) / float(samples + 1);
|
|
int side;
|
|
|
|
for (side = 0; side < 2; side++) {
|
|
float blendfac, ipodata[4];
|
|
|
|
/* clear zbuf, if we draw future we fill in not moving pixels */
|
|
if (false) {
|
|
for (x = xsize * ysize - 1; x >= 0; x--) {
|
|
rectz[x] = 10e16;
|
|
}
|
|
}
|
|
else {
|
|
for (x = xsize * ysize - 1; x >= 0; x--) {
|
|
if (rectmove[x] == 0) {
|
|
rectz[x] = zbufrect[x];
|
|
}
|
|
else {
|
|
rectz[x] = 10e16;
|
|
}
|
|
}
|
|
}
|
|
|
|
/* clear drawing buffer */
|
|
for (x = xsize * ysize - 1; x >= 0; x--) {
|
|
rectdraw[x].colpoin = nullptr;
|
|
}
|
|
|
|
dimg = imgrect;
|
|
dm = rectmove;
|
|
dz = zbufrect;
|
|
dz1 = rectvz;
|
|
dz2 = rectvz + 4 * (xsize + 1);
|
|
|
|
if (side) {
|
|
if (nbd->curved == 0) {
|
|
dz1 += 2;
|
|
dz2 += 2;
|
|
}
|
|
speedfac = -speedfac;
|
|
}
|
|
|
|
set_quad_bezier_ipo(0.5f + 0.5f * speedfac, ipodata);
|
|
|
|
for (fy = -0.5f + jit[step & 255][0], y = 0; y < ysize; y++, fy += 1.0f) {
|
|
for (fx = -0.5f + jit[step & 255][1], x = 0; x < xsize;
|
|
x++, fx += 1.0f, dimg += 4, dz1 += 4, dz2 += 4, dm++, dz++)
|
|
{
|
|
if (*dm > 1) {
|
|
float jfx = fx + 0.5f;
|
|
float jfy = fy + 0.5f;
|
|
DrawBufPixel col;
|
|
|
|
/* make vertices */
|
|
if (nbd->curved) { /* curved */
|
|
quad_bezier_2d(v1, dz1, dz1 + 2, ipodata);
|
|
v1[0] += jfx;
|
|
v1[1] += jfy;
|
|
v1[2] = *dz;
|
|
|
|
quad_bezier_2d(v2, dz1 + 4, dz1 + 4 + 2, ipodata);
|
|
v2[0] += jfx + 1.0f;
|
|
v2[1] += jfy;
|
|
v2[2] = *dz;
|
|
|
|
quad_bezier_2d(v3, dz2 + 4, dz2 + 4 + 2, ipodata);
|
|
v3[0] += jfx + 1.0f;
|
|
v3[1] += jfy + 1.0f;
|
|
v3[2] = *dz;
|
|
|
|
quad_bezier_2d(v4, dz2, dz2 + 2, ipodata);
|
|
v4[0] += jfx;
|
|
v4[1] += jfy + 1.0f;
|
|
v4[2] = *dz;
|
|
}
|
|
else {
|
|
ARRAY_SET_ITEMS(v1, speedfac * dz1[0] + jfx, speedfac * dz1[1] + jfy, *dz);
|
|
ARRAY_SET_ITEMS(v2, speedfac * dz1[4] + jfx + 1.0f, speedfac * dz1[5] + jfy, *dz);
|
|
ARRAY_SET_ITEMS(
|
|
v3, speedfac * dz2[4] + jfx + 1.0f, speedfac * dz2[5] + jfy + 1.0f, *dz);
|
|
ARRAY_SET_ITEMS(v4, speedfac * dz2[0] + jfx, speedfac * dz2[1] + jfy + 1.0f, *dz);
|
|
}
|
|
if (*dm == 255) {
|
|
col.alpha = 1.0f;
|
|
}
|
|
else if (*dm < 2) {
|
|
col.alpha = 0.0f;
|
|
}
|
|
else {
|
|
col.alpha = float(*dm) / 255.0f;
|
|
}
|
|
col.colpoin = dimg;
|
|
|
|
zbuf_fill_in_rgba(&zspan, &col, v1, v2, v3, v4);
|
|
}
|
|
}
|
|
dz1 += 4;
|
|
dz2 += 4;
|
|
}
|
|
|
|
/* blend with a falloff. this fixes the ugly effect you get with
|
|
* a fast moving object. then it looks like a solid object overlaid
|
|
* over a very transparent moving version of itself. in reality, the
|
|
* whole object should become transparent if it is moving fast, be
|
|
* we don't know what is behind it so we don't do that. this hack
|
|
* overestimates the contribution of foreground pixels but looks a
|
|
* bit better without a sudden cutoff. */
|
|
blendfac = ((samples - step) / float(samples));
|
|
/* Smooth-step to make it look a bit nicer as well. */
|
|
blendfac = 3.0f * pow(blendfac, 2.0f) - 2.0f * pow(blendfac, 3.0f);
|
|
|
|
/* accum */
|
|
rw = rectweight;
|
|
rm = rectmax;
|
|
for (dr = rectdraw, dz2 = newrect, x = xsize * ysize - 1; x >= 0;
|
|
x--, dr++, dz2 += 4, rw++, rm++)
|
|
{
|
|
if (dr->colpoin) {
|
|
float bfac = dr->alpha * blendfac;
|
|
|
|
dz2[0] += bfac * dr->colpoin[0];
|
|
dz2[1] += bfac * dr->colpoin[1];
|
|
dz2[2] += bfac * dr->colpoin[2];
|
|
dz2[3] += bfac * dr->colpoin[3];
|
|
|
|
*rw += bfac;
|
|
*rm = std::max(*rm, bfac);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
/* blend between original images and accumulated image */
|
|
rw = rectweight;
|
|
rm = rectmax;
|
|
ro = imgrect;
|
|
dm = rectmove;
|
|
for (dz2 = newrect, x = xsize * ysize - 1; x >= 0; x--, dz2 += 4, ro += 4, rw++, rm++, dm++) {
|
|
float mfac = *rm;
|
|
float fac = (*rw == 0.0f) ? 0.0f : mfac / (*rw);
|
|
float nfac = 1.0f - mfac;
|
|
|
|
dz2[0] = fac * dz2[0] + nfac * ro[0];
|
|
dz2[1] = fac * dz2[1] + nfac * ro[1];
|
|
dz2[2] = fac * dz2[2] + nfac * ro[2];
|
|
dz2[3] = fac * dz2[3] + nfac * ro[3];
|
|
}
|
|
|
|
MEM_freeN(rectz);
|
|
MEM_freeN(rectmove);
|
|
MEM_freeN(rectdraw);
|
|
MEM_freeN(rectvz);
|
|
MEM_freeN(rectweight);
|
|
MEM_freeN(rectmax);
|
|
if (minvecbufrect) {
|
|
MEM_freeN(vecbufrect); /* rects were swapped! */
|
|
}
|
|
zbuf_free_span(&zspan);
|
|
}
|
|
|
|
} // namespace blender::compositor
|