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authorSergey Sharybin <sergey.vfx@gmail.com>2012-12-31 17:52:26 +0400
committerSergey Sharybin <sergey.vfx@gmail.com>2012-12-31 17:52:26 +0400
commit93f78ac1e1313544c633dd88d2ad05565f37ae82 (patch)
treed06248ba7e3cc0d71d0f61f8b0054a8ec08c11c4 /source/blender/blenkernel/intern/seqeffects.c
parent08cea96ab08026ae9a3351b3e5830eda93f3106f (diff)
Removed byte glow effect from sequencer in favor of float one.
Byte glow was disabled in previous commit and code is removed now in separate commit for easier revert if that'd be needed.
Diffstat (limited to 'source/blender/blenkernel/intern/seqeffects.c')
-rw-r--r--source/blender/blenkernel/intern/seqeffects.c226
1 files changed, 0 insertions, 226 deletions
diff --git a/source/blender/blenkernel/intern/seqeffects.c b/source/blender/blenkernel/intern/seqeffects.c
index 7dbbca6ddaa..3ca04f235b8 100644
--- a/source/blender/blenkernel/intern/seqeffects.c
+++ b/source/blender/blenkernel/intern/seqeffects.c
@@ -1827,166 +1827,6 @@ static ImBuf *do_transform_effect(SeqRenderData context, Sequence *seq, float UN
/*********************** Glow *************************/
-static void RVBlurBitmap2_byte(unsigned char *map, int width, int height, float blur, int quality)
-/* MUUUCCH better than the previous blur. */
-/* We do the blurring in two passes which is a whole lot faster. */
-/* I changed the math arount to implement an actual Gaussian */
-/* distribution. */
-/* */
-/* Watch out though, it tends to misbehaven with large blur values on */
-/* a small bitmap. Avoid avoid avoid. */
-/*=============================== */
-{
- unsigned char *temp = NULL, *swap;
- float *filter = NULL;
- int x, y, i, fx, fy;
- int index, ix, halfWidth;
- float fval, k, curColor[3], curColor2[3], weight = 0;
-
- /* If we're not really blurring, bail out */
- if (blur <= 0)
- return;
-
- /*Allocate memory for the tempmap and the blur filter matrix */
- temp = MEM_mallocN((width * height * 4), "blurbitmaptemp");
- if (!temp)
- return;
-
- /*Allocate memory for the filter elements */
- halfWidth = ((quality + 1) * blur);
- filter = (float *)MEM_mallocN(sizeof(float) * halfWidth * 2, "blurbitmapfilter");
- if (!filter) {
- MEM_freeN(temp);
- return;
- }
-
- /* Apparently we're calculating a bell curve based on the standard deviation (or radius)
- * This code is based on an example posted to comp.graphics.algorithms by
- * Blancmange (bmange@airdmhor.gen.nz)
- */
-
- k = -1.0f / (2.0f * (float)M_PI * blur * blur);
- for (ix = 0; ix < halfWidth; ix++) {
- weight = (float)exp(k * (ix * ix));
- filter[halfWidth - ix] = weight;
- filter[halfWidth + ix] = weight;
- }
- filter[0] = weight;
-
- /* Normalize the array */
- fval = 0;
- for (ix = 0; ix < halfWidth * 2; ix++)
- fval += filter[ix];
-
- for (ix = 0; ix < halfWidth * 2; ix++)
- filter[ix] /= fval;
-
- /* Blur the rows */
- for (y = 0; y < height; y++) {
- /* Do the left & right strips */
- for (x = 0; x < halfWidth; x++) {
- index = (x + y * width) * 4;
- fx = 0;
- zero_v3(curColor);
- zero_v3(curColor2);
-
- for (i = x - halfWidth; i < x + halfWidth; i++) {
- if ((i >= 0) && (i < width)) {
- curColor[0] += map[(i + y * width) * 4 + GlowR] * filter[fx];
- curColor[1] += map[(i + y * width) * 4 + GlowG] * filter[fx];
- curColor[2] += map[(i + y * width) * 4 + GlowB] * filter[fx];
-
- curColor2[0] += map[(width - 1 - i + y * width) * 4 + GlowR] * filter[fx];
- curColor2[1] += map[(width - 1 - i + y * width) * 4 + GlowG] * filter[fx];
- curColor2[2] += map[(width - 1 - i + y * width) * 4 + GlowB] * filter[fx];
- }
- fx++;
- }
- temp[index + GlowR] = curColor[0];
- temp[index + GlowG] = curColor[1];
- temp[index + GlowB] = curColor[2];
-
- temp[((width - 1 - x + y * width) * 4) + GlowR] = curColor2[0];
- temp[((width - 1 - x + y * width) * 4) + GlowG] = curColor2[1];
- temp[((width - 1 - x + y * width) * 4) + GlowB] = curColor2[2];
-
- }
-
- /* Do the main body */
- for (x = halfWidth; x < width - halfWidth; x++) {
- index = (x + y * width) * 4;
- fx = 0;
- zero_v3(curColor);
- for (i = x - halfWidth; i < x + halfWidth; i++) {
- curColor[0] += map[(i + y * width) * 4 + GlowR] * filter[fx];
- curColor[1] += map[(i + y * width) * 4 + GlowG] * filter[fx];
- curColor[2] += map[(i + y * width) * 4 + GlowB] * filter[fx];
- fx++;
- }
- temp[index + GlowR] = curColor[0];
- temp[index + GlowG] = curColor[1];
- temp[index + GlowB] = curColor[2];
- }
- }
-
- /* Swap buffers */
- swap = temp; temp = map; map = swap;
-
- /* Blur the columns */
- for (x = 0; x < width; x++) {
- /* Do the top & bottom strips */
- for (y = 0; y < halfWidth; y++) {
- index = (x + y * width) * 4;
- fy = 0;
- zero_v3(curColor);
- zero_v3(curColor2);
- for (i = y - halfWidth; i < y + halfWidth; i++) {
- if ((i >= 0) && (i < height)) {
- /* Bottom */
- curColor[0] += map[(x + i * width) * 4 + GlowR] * filter[fy];
- curColor[1] += map[(x + i * width) * 4 + GlowG] * filter[fy];
- curColor[2] += map[(x + i * width) * 4 + GlowB] * filter[fy];
-
- /* Top */
- curColor2[0] += map[(x + (height - 1 - i) * width) * 4 + GlowR] * filter[fy];
- curColor2[1] += map[(x + (height - 1 - i) * width) * 4 + GlowG] * filter[fy];
- curColor2[2] += map[(x + (height - 1 - i) * width) * 4 + GlowB] * filter[fy];
- }
- fy++;
- }
- temp[index + GlowR] = curColor[0];
- temp[index + GlowG] = curColor[1];
- temp[index + GlowB] = curColor[2];
- temp[((x + (height - 1 - y) * width) * 4) + GlowR] = curColor2[0];
- temp[((x + (height - 1 - y) * width) * 4) + GlowG] = curColor2[1];
- temp[((x + (height - 1 - y) * width) * 4) + GlowB] = curColor2[2];
- }
-
- /* Do the main body */
- for (y = halfWidth; y < height - halfWidth; y++) {
- index = (x + y * width) * 4;
- fy = 0;
- zero_v3(curColor);
- for (i = y - halfWidth; i < y + halfWidth; i++) {
- curColor[0] += map[(x + i * width) * 4 + GlowR] * filter[fy];
- curColor[1] += map[(x + i * width) * 4 + GlowG] * filter[fy];
- curColor[2] += map[(x + i * width) * 4 + GlowB] * filter[fy];
- fy++;
- }
- temp[index + GlowR] = curColor[0];
- temp[index + GlowG] = curColor[1];
- temp[index + GlowB] = curColor[2];
- }
- }
-
- /* Swap buffers */
- swap = temp; temp = map; /* map = swap; */ /* UNUSED */
-
- /* Tidy up */
- MEM_freeN(filter);
- MEM_freeN(temp);
-}
-
static void RVBlurBitmap2_float(float *map, int width, int height, float blur, int quality)
/* MUUUCCH better than the previous blur. */
/* We do the blurring in two passes which is a whole lot faster. */
@@ -2148,26 +1988,6 @@ static void RVBlurBitmap2_float(float *map, int width, int height, float blur, i
MEM_freeN(temp);
}
-
-/* Adds two bitmaps and puts the results into a third map. */
-/* C must have been previously allocated but it may be A or B. */
-/* We clamp values to 255 to prevent weirdness */
-/*=============================== */
-static void RVAddBitmaps_byte(unsigned char *a, unsigned char *b, unsigned char *c, int width, int height)
-{
- int x, y, index;
-
- for (y = 0; y < height; y++) {
- for (x = 0; x < width; x++) {
- index = (x + y * width) * 4;
- c[index + GlowR] = MIN2(255, a[index + GlowR] + b[index + GlowR]);
- c[index + GlowG] = MIN2(255, a[index + GlowG] + b[index + GlowG]);
- c[index + GlowB] = MIN2(255, a[index + GlowB] + b[index + GlowB]);
- c[index + GlowA] = MIN2(255, a[index + GlowA] + b[index + GlowA]);
- }
- }
-}
-
static void RVAddBitmaps_float(float *a, float *b, float *c, int width, int height)
{
int x, y, index;
@@ -2183,37 +2003,6 @@ static void RVAddBitmaps_float(float *a, float *b, float *c, int width, int heig
}
}
-/* For each pixel whose total luminance exceeds the threshold,
- * Multiply it's value by BOOST and add it to the output map
- */
-static void RVIsolateHighlights_byte(unsigned char *in, unsigned char *out, int width, int height, int threshold,
- float boost, float clamp)
-{
- int x, y, index;
- int intensity;
-
- for (y = 0; y < height; y++) {
- for (x = 0; x < width; x++) {
- index = (x + y * width) * 4;
-
- /* Isolate the intensity */
- intensity = (in[index + GlowR] + in[index + GlowG] + in[index + GlowB] - threshold);
- if (intensity > 0) {
- out[index + GlowR] = MIN2(255 * clamp, (in[index + GlowR] * boost * intensity) / 255);
- out[index + GlowG] = MIN2(255 * clamp, (in[index + GlowG] * boost * intensity) / 255);
- out[index + GlowB] = MIN2(255 * clamp, (in[index + GlowB] * boost * intensity) / 255);
- out[index + GlowA] = MIN2(255 * clamp, (in[index + GlowA] * boost * intensity) / 255);
- }
- else {
- out[index + GlowR] = 0;
- out[index + GlowG] = 0;
- out[index + GlowB] = 0;
- out[index + GlowA] = 0;
- }
- }
- }
-}
-
static void RVIsolateHighlights_float(float *in, float *out, int width, int height, float threshold, float boost, float clamp)
{
int x, y, index;
@@ -2280,20 +2069,6 @@ static void copy_glow_effect(Sequence *dst, Sequence *src)
static void do_glow_effect_byte(Sequence *seq, int render_size, float facf0, float UNUSED(facf1), int x, int y,
unsigned char *rect1, unsigned char *UNUSED(rect2), unsigned char *out)
{
-#if 0
- /* XXX: not sure what's better here, on the one hand conversion to floats
- * here is not so much trouble, but on the other hand who're using
- * glow on buffers with alpha?
- */
- unsigned char *outbuf = out;
- unsigned char *inbuf = rect1;
- GlowVars *glow = (GlowVars *)seq->effectdata;
-
- RVIsolateHighlights_byte(inbuf, outbuf, x, y, glow->fMini * 765, glow->fBoost * facf0, glow->fClamp);
- RVBlurBitmap2_byte(outbuf, x, y, glow->dDist * (render_size / 100.0f), glow->dQuality);
- if (!glow->bNoComp)
- RVAddBitmaps_byte(inbuf, outbuf, outbuf, x, y);
-#else
float *outbuf, *inbuf;
GlowVars *glow = (GlowVars *)seq->effectdata;
@@ -2313,7 +2088,6 @@ static void do_glow_effect_byte(Sequence *seq, int render_size, float facf0, flo
MEM_freeN(inbuf);
MEM_freeN(outbuf);
-#endif
}
static void do_glow_effect_float(Sequence *seq, int render_size, float facf0, float UNUSED(facf1), int x, int y,