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authorOmar Emara <mail@OmarEmara.dev>2022-04-07 11:25:43 +0300
committerOmar Emara <mail@OmarEmara.dev>2022-04-07 11:25:43 +0300
commit6a22de3927a7596d110eed1b72b377862d0dd92e (patch)
tree3161d53f53558c69da2d1f02b9f39c6a29bd8d18
parente7d06c0bf2215b890e345e194a28c62c6ac6e42a (diff)
Viewport Compositor: Add domain repetition support
-rw-r--r--source/blender/nodes/NOD_compositor_execute.hh50
-rw-r--r--source/blender/nodes/composite/nodes/node_composite_rotate.cc2
-rw-r--r--source/blender/nodes/composite/nodes/node_composite_transform.cc2
-rw-r--r--source/blender/nodes/intern/node_compositor_execute.cc25
4 files changed, 56 insertions, 23 deletions
diff --git a/source/blender/nodes/NOD_compositor_execute.hh b/source/blender/nodes/NOD_compositor_execute.hh
index 5709dc9b4cf..4463db979cc 100644
--- a/source/blender/nodes/NOD_compositor_execute.hh
+++ b/source/blender/nodes/NOD_compositor_execute.hh
@@ -110,17 +110,41 @@ class Context {
};
/* --------------------------------------------------------------------
- * Domain.
+ * Realization Options.
*/
-/* Possible interpolations to use when realizing an input of some domain on another domain. See the
- * Domain class for more information. */
+/* Possible interpolations to use when realizing an input result of some domain on another domain.
+ * See the RealizationOptions class for more information. */
enum class Interpolation : uint8_t {
Nearest,
Bilinear,
Bicubic,
};
+/* The options that describe how an input result prefer to be realized on some other domain. This
+ * is used by the RealizeOnDomainProcessorOperation to identify the appropriate method of
+ * realization. See the Domain class for more information. */
+class RealizationOptions {
+ public:
+ /* The interpolation method that should be used when performing realization. Since realizing a
+ * result involves projecting it on a different domain, which in turn, involves sampling the
+ * result at arbitrary locations, the interpolation identifies the method used for computing the
+ * value at those arbitrary locations. */
+ Interpolation interpolation = Interpolation::Nearest;
+ /* If true, the result will be repeated infinitely along the horizontal axis when realizing the
+ * result. If false, regions outside of bounds of the result along the horizontal axis will be
+ * filled with zeros. */
+ bool repeat_x = false;
+ /* If true, the result will be repeated infinitely along the vertical axis when realizing the
+ * result. If false, regions outside of bounds of the result along the vertical axis will be
+ * filled with zeros. */
+ bool repeat_y = false;
+};
+
+/* --------------------------------------------------------------------
+ * Domain.
+ */
+
/* A domain is a rectangular area of a certain size in pixels that is transformed by a certain
* transformation in pixel space relative to some reference space.
*
@@ -138,10 +162,11 @@ enum class Interpolation : uint8_t {
* RealizeOnDomainProcessorOperation, except inputs whose descriptor sets skip_realization or
* expects_single_value, see InputDescriptor for more information. The realization process simply
* projects the input domain on the operation domain, copies the area of input that intersects the
- * operation domain, and fill the rest with zeros. The realization happens using the interpolation
- * method defined set in the realization_interpolation member. This process is illustrated below.
- * It follows that operations should expect all their inputs to have the same domain and
- * consequently size, except for inputs that explicitly skip realization.
+ * operation domain, and fill the rest with zeros or repetitions of the input domain; depending on
+ * the realization_options, see the RealizationOptions class for more information. This process is
+ * illustrated below, assuming no repetition in either directions. It follows that operations
+ * should expect all their inputs to have the same domain and consequently size, except for inputs
+ * that explicitly skip realization.
*
* Realized Result
* +-------------+ +-------------+
@@ -187,9 +212,9 @@ class Domain {
/* The 2D transformation of the domain defining its translation in pixels, rotation, and scale in
* 2D space. */
Transformation2D transformation;
- /* The interpolation method that should be used when realizing the input whose domain is this
- * one. */
- Interpolation realization_interpolation = Interpolation::Nearest;
+ /* The options that describe how this domain prefer to be realized on some other domain. See the
+ * RealizationOptions for more information. */
+ RealizationOptions realization_options;
public:
/* A size only constructor that sets the transformation to identity. */
@@ -302,8 +327,9 @@ class Result {
* transformation by the current transformation of the domain of the result. */
void transform(const Transformation2D &transformation);
- /* Set the interpolation method that will be used when realizing this result if needed. */
- void set_realization_interpolation(Interpolation interpolation);
+ /* Get a reference to the realization options of this result. See the RealizationOptions class
+ * for more information. */
+ RealizationOptions &get_realization_options();
/* If the result is a single value result of type float, return its float value. Otherwise, an
* uninitialized value is returned. */
diff --git a/source/blender/nodes/composite/nodes/node_composite_rotate.cc b/source/blender/nodes/composite/nodes/node_composite_rotate.cc
index efa74b7fe72..f261acbaaf3 100644
--- a/source/blender/nodes/composite/nodes/node_composite_rotate.cc
+++ b/source/blender/nodes/composite/nodes/node_composite_rotate.cc
@@ -76,7 +76,7 @@ class RotateOperation : public NodeOperation {
const Transformation2D transformation = Transformation2D::from_rotation(rotation);
result.transform(transformation);
- result.set_realization_interpolation(get_interpolation());
+ result.get_realization_options().interpolation = get_interpolation();
}
Interpolation get_interpolation()
diff --git a/source/blender/nodes/composite/nodes/node_composite_transform.cc b/source/blender/nodes/composite/nodes/node_composite_transform.cc
index 001ad932fbc..befc44f4676 100644
--- a/source/blender/nodes/composite/nodes/node_composite_transform.cc
+++ b/source/blender/nodes/composite/nodes/node_composite_transform.cc
@@ -91,7 +91,7 @@ class TransformOperation : public NodeOperation {
translation, rotation, scale);
result.transform(transformation);
- result.set_realization_interpolation(get_interpolation());
+ result.get_realization_options().interpolation = get_interpolation();
}
Interpolation get_interpolation()
diff --git a/source/blender/nodes/intern/node_compositor_execute.cc b/source/blender/nodes/intern/node_compositor_execute.cc
index f2753e3e9fb..3d1cb671486 100644
--- a/source/blender/nodes/intern/node_compositor_execute.cc
+++ b/source/blender/nodes/intern/node_compositor_execute.cc
@@ -129,8 +129,8 @@ Domain Domain::identity()
return Domain(int2(1), Transformation2D::identity());
}
-/* Only compare the size and transformation members, as other members only describe the method of
- * realization on another domain, which is not technically a proprty of the domain. */
+/* Do not compare realization_options as it only describe the method of realization on another
+ * domain, which is not technically a proprty of the domain itself. */
bool operator==(const Domain &a, const Domain &b)
{
return a.size == b.size && a.transformation == b.transformation;
@@ -225,9 +225,9 @@ void Result::transform(const Transformation2D &transformation)
domain_.transform(transformation);
}
-void Result::set_realization_interpolation(Interpolation interpolation)
+RealizationOptions &Result::get_realization_options()
{
- domain_.realization_interpolation = interpolation;
+ return domain_.realization_options;
}
float Result::get_float_value() const
@@ -988,13 +988,20 @@ void RealizeOnDomainProcessorOperation::execute()
/* Set the inverse of the transform to the shader. */
GPU_shader_uniform_mat3(shader, "inverse_transformation", inverse_transformation.matrix());
- /* Make out-of-bound texture access return zero. */
- GPU_texture_wrap_mode(input.texture(), false, false);
-
- /* Set the approperiate sampler interpolation. */
- const bool use_bilinear = input.domain().realization_interpolation != Interpolation::Nearest;
+ /* The texture sampler should use bilinear interpolation for both the bilinear and bicubic
+ * cases, as the logic used by the bicubic realization shader expects textures to use bilinear
+ * interpolation. */
+ const bool use_bilinear = ELEM(input.get_realization_options().interpolation,
+ Interpolation::Bilinear,
+ Interpolation::Bicubic);
GPU_texture_filter_mode(input.texture(), use_bilinear);
+ /* Make out-of-bound texture access return zero by clamping to border color. And make texture
+ * wrap appropriately if the input repeats. */
+ const bool repeats = input.get_realization_options().repeat_x ||
+ input.get_realization_options().repeat_y;
+ GPU_texture_wrap_mode(input.texture(), repeats, false);
+
input.bind_as_texture(shader, "input_sampler");
result.bind_as_image(shader, "domain");