diff options
author | Jeroen Bakker <jeroen@blender.org> | 2021-03-08 15:41:52 +0300 |
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committer | Jeroen Bakker <jeroen@blender.org> | 2021-03-08 15:41:52 +0300 |
commit | 1775ea74c152ba7cf27a8bc1f071b40992c89013 (patch) | |
tree | 310fbe4e107734a16b3164adb1a65bd918935855 /source/blender/compositor/operations/COM_VectorBlurOperation.cc | |
parent | b9cd2f4531ca670c196b0b14b1359d0f375103c2 (diff) |
Cleanup: Change extension .cpp to .cc
Diffstat (limited to 'source/blender/compositor/operations/COM_VectorBlurOperation.cc')
-rw-r--r-- | source/blender/compositor/operations/COM_VectorBlurOperation.cc | 899 |
1 files changed, 899 insertions, 0 deletions
diff --git a/source/blender/compositor/operations/COM_VectorBlurOperation.cc b/source/blender/compositor/operations/COM_VectorBlurOperation.cc new file mode 100644 index 00000000000..d6894dfc8ad --- /dev/null +++ b/source/blender/compositor/operations/COM_VectorBlurOperation.cc @@ -0,0 +1,899 @@ +/* + * This program is free software; you can redistribute it and/or + * modify it under the terms of the GNU General Public License + * as published by the Free Software Foundation; either version 2 + * of the License, or (at your option) any later version. + * + * This program is distributed in the hope that it will be useful, + * but WITHOUT ANY WARRANTY; without even the implied warranty of + * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the + * GNU General Public License for more details. + * + * You should have received a copy of the GNU General Public License + * along with this program; if not, write to the Free Software Foundation, + * Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA. + * + * Copyright 2011, Blender Foundation. + */ + +#include <cstring> + +#include "MEM_guardedalloc.h" + +#include "BLI_jitter_2d.h" +#include "BLI_math.h" + +#include "COM_VectorBlurOperation.h" + +/* Defined */ +#define PASS_VECTOR_MAX 10000.0f + +/* Forward declarations */ +struct DrawBufPixel; +struct ZSpan; +void zbuf_accumulate_vecblur(NodeBlurData *nbd, + int xsize, + int ysize, + float *newrect, + const float *imgrect, + float *vecbufrect, + const float *zbufrect); +void zbuf_alloc_span(ZSpan *zspan, int rectx, int recty, float clipcrop); +void zbuf_free_span(ZSpan *zspan); +void antialias_tagbuf(int xsize, int ysize, char *rectmove); + +/* VectorBlurOperation */ +VectorBlurOperation::VectorBlurOperation() +{ + this->addInputSocket(COM_DT_COLOR); + this->addInputSocket(COM_DT_VALUE); // ZBUF + this->addInputSocket(COM_DT_COLOR); // SPEED + this->addOutputSocket(COM_DT_COLOR); + this->m_settings = nullptr; + this->m_cachedInstance = nullptr; + this->m_inputImageProgram = nullptr; + this->m_inputSpeedProgram = nullptr; + this->m_inputZProgram = nullptr; + setComplex(true); +} +void VectorBlurOperation::initExecution() +{ + initMutex(); + this->m_inputImageProgram = getInputSocketReader(0); + this->m_inputZProgram = getInputSocketReader(1); + this->m_inputSpeedProgram = getInputSocketReader(2); + this->m_cachedInstance = nullptr; + QualityStepHelper::initExecution(COM_QH_INCREASE); +} + +void VectorBlurOperation::executePixel(float output[4], int x, int y, void *data) +{ + float *buffer = (float *)data; + int index = (y * this->getWidth() + x) * COM_NUM_CHANNELS_COLOR; + copy_v4_v4(output, &buffer[index]); +} + +void VectorBlurOperation::deinitExecution() +{ + deinitMutex(); + this->m_inputImageProgram = nullptr; + this->m_inputSpeedProgram = nullptr; + this->m_inputZProgram = nullptr; + if (this->m_cachedInstance) { + MEM_freeN(this->m_cachedInstance); + this->m_cachedInstance = nullptr; + } +} +void *VectorBlurOperation::initializeTileData(rcti *rect) +{ + if (this->m_cachedInstance) { + return this->m_cachedInstance; + } + + lockMutex(); + if (this->m_cachedInstance == nullptr) { + MemoryBuffer *tile = (MemoryBuffer *)this->m_inputImageProgram->initializeTileData(rect); + MemoryBuffer *speed = (MemoryBuffer *)this->m_inputSpeedProgram->initializeTileData(rect); + MemoryBuffer *z = (MemoryBuffer *)this->m_inputZProgram->initializeTileData(rect); + float *data = (float *)MEM_dupallocN(tile->getBuffer()); + this->generateVectorBlur(data, tile, speed, z); + this->m_cachedInstance = data; + } + unlockMutex(); + return this->m_cachedInstance; +} + +bool VectorBlurOperation::determineDependingAreaOfInterest(rcti * /*input*/, + ReadBufferOperation *readOperation, + rcti *output) +{ + if (this->m_cachedInstance == nullptr) { + rcti newInput; + newInput.xmax = this->getWidth(); + newInput.xmin = 0; + newInput.ymax = this->getHeight(); + newInput.ymin = 0; + return NodeOperation::determineDependingAreaOfInterest(&newInput, readOperation, output); + } + + return false; +} + +void VectorBlurOperation::generateVectorBlur(float *data, + MemoryBuffer *inputImage, + MemoryBuffer *inputSpeed, + MemoryBuffer *inputZ) +{ + NodeBlurData blurdata; + blurdata.samples = this->m_settings->samples / QualityStepHelper::getStep(); + blurdata.maxspeed = this->m_settings->maxspeed; + blurdata.minspeed = this->m_settings->minspeed; + blurdata.curved = this->m_settings->curved; + blurdata.fac = this->m_settings->fac; + zbuf_accumulate_vecblur(&blurdata, + this->getWidth(), + this->getHeight(), + data, + inputImage->getBuffer(), + inputSpeed->getBuffer(), + inputZ->getBuffer()); +} + +/* ****************** Spans ******************************* */ +/* span fill in method, is also used to localize data for zbuffering */ +struct ZSpan { + /* range for clipping */ + int rectx, recty; + + /* actual filled in range */ + int miny1, maxy1, miny2, maxy2; + /* vertex pointers detect min/max range in */ + const float *minp1, *maxp1, *minp2, *maxp2; + float *span1, *span2; + + /* transform from hoco to zbuf co */ + float zmulx, zmuly, zofsx, zofsy; + + int *rectz; + DrawBufPixel *rectdraw; + float clipcrop; +}; + +/* each zbuffer has coordinates transformed to local rect coordinates, so we can simply clip */ +void zbuf_alloc_span(ZSpan *zspan, int rectx, int recty, float clipcrop) +{ + memset(zspan, 0, sizeof(ZSpan)); + + zspan->rectx = rectx; + zspan->recty = recty; + + zspan->span1 = (float *)MEM_mallocN(recty * sizeof(float), "zspan"); + zspan->span2 = (float *)MEM_mallocN(recty * sizeof(float), "zspan"); + + zspan->clipcrop = clipcrop; +} + +void zbuf_free_span(ZSpan *zspan) +{ + if (zspan) { + if (zspan->span1) { + MEM_freeN(zspan->span1); + } + if (zspan->span2) { + MEM_freeN(zspan->span2); + } + zspan->span1 = zspan->span2 = nullptr; + } +} + +/* reset range for clipping */ +static void zbuf_init_span(ZSpan *zspan) +{ + zspan->miny1 = zspan->miny2 = zspan->recty + 1; + zspan->maxy1 = zspan->maxy2 = -1; + zspan->minp1 = zspan->maxp1 = zspan->minp2 = zspan->maxp2 = nullptr; +} + +static void zbuf_add_to_span(ZSpan *zspan, const float v1[2], const float v2[2]) +{ + const float *minv, *maxv; + float *span; + float xx1, dx0, xs0; + int y, my0, my2; + + if (v1[1] < v2[1]) { + minv = v1; + maxv = v2; + } + else { + minv = v2; + maxv = v1; + } + + my0 = ceil(minv[1]); + my2 = floor(maxv[1]); + + if (my2 < 0 || my0 >= zspan->recty) { + return; + } + + /* clip top */ + if (my2 >= zspan->recty) { + my2 = zspan->recty - 1; + } + /* clip bottom */ + if (my0 < 0) { + my0 = 0; + } + + if (my0 > my2) { + return; + } + /* if (my0>my2) should still fill in, that way we get spans that skip nicely */ + + xx1 = maxv[1] - minv[1]; + if (xx1 > FLT_EPSILON) { + dx0 = (minv[0] - maxv[0]) / xx1; + xs0 = dx0 * (minv[1] - my2) + minv[0]; + } + else { + dx0 = 0.0f; + xs0 = min_ff(minv[0], maxv[0]); + } + + /* empty span */ + if (zspan->maxp1 == nullptr) { + span = zspan->span1; + } + else { /* does it complete left span? */ + if (maxv == zspan->minp1 || minv == zspan->maxp1) { + span = zspan->span1; + } + else { + span = zspan->span2; + } + } + + if (span == zspan->span1) { + // printf("left span my0 %d my2 %d\n", my0, my2); + if (zspan->minp1 == nullptr || zspan->minp1[1] > minv[1]) { + zspan->minp1 = minv; + } + if (zspan->maxp1 == nullptr || zspan->maxp1[1] < maxv[1]) { + zspan->maxp1 = maxv; + } + if (my0 < zspan->miny1) { + zspan->miny1 = my0; + } + if (my2 > zspan->maxy1) { + zspan->maxy1 = my2; + } + } + else { + // printf("right span my0 %d my2 %d\n", my0, my2); + if (zspan->minp2 == nullptr || zspan->minp2[1] > minv[1]) { + zspan->minp2 = minv; + } + if (zspan->maxp2 == nullptr || zspan->maxp2[1] < maxv[1]) { + zspan->maxp2 = maxv; + } + if (my0 < zspan->miny2) { + zspan->miny2 = my0; + } + if (my2 > zspan->maxy2) { + zspan->maxy2 = my2; + } + } + + for (y = my2; y >= my0; y--, xs0 += dx0) { + /* xs0 is the xcoord! */ + span[y] = xs0; + } +} + +/* ******************** VECBLUR ACCUM BUF ************************* */ + +struct DrawBufPixel { + const float *colpoin; + float alpha; +}; + +static void zbuf_fill_in_rgba( + ZSpan *zspan, DrawBufPixel *col, float *v1, float *v2, float *v3, float *v4) +{ + DrawBufPixel *rectpofs, *rp; + double zxd, zyd, zy0, zverg; + float x0, y0, z0; + float x1, y1, z1, x2, y2, z2, xx1; + const float *span1, *span2; + float *rectzofs, *rz; + int x, y; + int sn1, sn2, rectx, my0, my2; + + /* init */ + zbuf_init_span(zspan); + + /* set spans */ + zbuf_add_to_span(zspan, v1, v2); + zbuf_add_to_span(zspan, v2, v3); + zbuf_add_to_span(zspan, v3, v4); + zbuf_add_to_span(zspan, v4, v1); + + /* clipped */ + if (zspan->minp2 == nullptr || zspan->maxp2 == nullptr) { + return; + } + + my0 = max_ii(zspan->miny1, zspan->miny2); + my2 = min_ii(zspan->maxy1, zspan->maxy2); + + // printf("my %d %d\n", my0, my2); + if (my2 < my0) { + return; + } + + /* ZBUF DX DY, in floats still */ + x1 = v1[0] - v2[0]; + x2 = v2[0] - v3[0]; + y1 = v1[1] - v2[1]; + y2 = v2[1] - v3[1]; + z1 = v1[2] - v2[2]; + z2 = v2[2] - v3[2]; + x0 = y1 * z2 - z1 * y2; + y0 = z1 * x2 - x1 * z2; + z0 = x1 * y2 - y1 * x2; + + if (z0 == 0.0f) { + return; + } + + xx1 = (x0 * v1[0] + y0 * v1[1]) / z0 + v1[2]; + + zxd = -(double)x0 / (double)z0; + zyd = -(double)y0 / (double)z0; + zy0 = ((double)my2) * zyd + (double)xx1; + + /* start-offset in rect */ + rectx = zspan->rectx; + rectzofs = (float *)(zspan->rectz + rectx * my2); + rectpofs = ((DrawBufPixel *)zspan->rectdraw) + rectx * my2; + + /* correct span */ + sn1 = (my0 + my2) / 2; + if (zspan->span1[sn1] < zspan->span2[sn1]) { + span1 = zspan->span1 + my2; + span2 = zspan->span2 + my2; + } + else { + span1 = zspan->span2 + my2; + span2 = zspan->span1 + my2; + } + + for (y = my2; y >= my0; y--, span1--, span2--) { + + sn1 = floor(*span1); + sn2 = floor(*span2); + sn1++; + + if (sn2 >= rectx) { + sn2 = rectx - 1; + } + if (sn1 < 0) { + sn1 = 0; + } + + if (sn2 >= sn1) { + zverg = (double)sn1 * zxd + zy0; + rz = rectzofs + sn1; + rp = rectpofs + sn1; + x = sn2 - sn1; + + while (x >= 0) { + if (zverg < (double)*rz) { + *rz = zverg; + *rp = *col; + } + zverg += zxd; + rz++; + rp++; + x--; + } + } + + zy0 -= zyd; + rectzofs -= rectx; + rectpofs -= rectx; + } +} + +/* char value==255 is filled in, rest should be zero */ +/* returns alpha values, + * but sets alpha to 1 for zero alpha pixels that have an alpha value as neighbor. */ +void antialias_tagbuf(int xsize, int ysize, char *rectmove) +{ + char *row1, *row2, *row3; + char prev, next; + int a, x, y, step; + + /* 1: tag pixels to be candidate for AA */ + for (y = 2; y < ysize; y++) { + /* setup rows */ + row1 = rectmove + (y - 2) * xsize; + row2 = row1 + xsize; + row3 = row2 + xsize; + for (x = 2; x < xsize; x++, row1++, row2++, row3++) { + if (row2[1]) { + if (row2[0] == 0 || row2[2] == 0 || row1[1] == 0 || row3[1] == 0) { + row2[1] = 128; + } + } + } + } + + /* 2: evaluate horizontal scanlines and calculate alphas */ + row1 = rectmove; + for (y = 0; y < ysize; y++) { + row1++; + for (x = 1; x < xsize; x++, row1++) { + if (row1[0] == 128 && row1[1] == 128) { + /* find previous color and next color and amount of steps to blend */ + prev = row1[-1]; + step = 1; + while (x + step < xsize && row1[step] == 128) { + step++; + } + + if (x + step != xsize) { + /* now we can blend values */ + next = row1[step]; + + /* note, prev value can be next value, but we do this loop to clear 128 then */ + for (a = 0; a < step; a++) { + int fac, mfac; + + fac = ((a + 1) << 8) / (step + 1); + mfac = 255 - fac; + + row1[a] = (prev * mfac + next * fac) >> 8; + } + } + } + } + } + + /* 3: evaluate vertical scanlines and calculate alphas */ + /* use for reading a copy of the original tagged buffer */ + for (x = 0; x < xsize; x++) { + row1 = rectmove + x + xsize; + + for (y = 1; y < ysize; y++, row1 += xsize) { + if (row1[0] == 128 && row1[xsize] == 128) { + /* find previous color and next color and amount of steps to blend */ + prev = row1[-xsize]; + step = 1; + while (y + step < ysize && row1[step * xsize] == 128) { + step++; + } + + if (y + step != ysize) { + /* now we can blend values */ + next = row1[step * xsize]; + /* note, prev value can be next value, but we do this loop to clear 128 then */ + for (a = 0; a < step; a++) { + int fac, mfac; + + fac = ((a + 1) << 8) / (step + 1); + mfac = 255 - fac; + + row1[a * xsize] = (prev * mfac + next * fac) >> 8; + } + } + } + } + } + + /* last: pixels with 0 we fill in zbuffer, with 1 we skip for mask */ + for (y = 2; y < ysize; y++) { + /* setup rows */ + row1 = rectmove + (y - 2) * xsize; + row2 = row1 + xsize; + row3 = row2 + xsize; + for (x = 2; x < xsize; x++, row1++, row2++, row3++) { + if (row2[1] == 0) { + if (row2[0] > 1 || row2[2] > 1 || row1[1] > 1 || row3[1] > 1) { + row2[1] = 1; + } + } + } + } +} + +/* in: two vectors, first vector points from origin back in time, 2nd vector points to future */ +/* we make this into 3 points, center point is (0, 0) */ +/* and offset the center point just enough to make curve go through midpoint */ + +static void quad_bezier_2d(float *result, const float *v1, const float *v2, const float *ipodata) +{ + float p1[2], p2[2], p3[2]; + + p3[0] = -v2[0]; + p3[1] = -v2[1]; + + p1[0] = v1[0]; + p1[1] = v1[1]; + + /* official formula 2*p2 - 0.5*p1 - 0.5*p3 */ + p2[0] = -0.5f * p1[0] - 0.5f * p3[0]; + p2[1] = -0.5f * p1[1] - 0.5f * p3[1]; + + result[0] = ipodata[0] * p1[0] + ipodata[1] * p2[0] + ipodata[2] * p3[0]; + result[1] = ipodata[0] * p1[1] + ipodata[1] * p2[1] + ipodata[2] * p3[1]; +} + +static void set_quad_bezier_ipo(float fac, float *data) +{ + float mfac = (1.0f - fac); + + data[0] = mfac * mfac; + data[1] = 2.0f * mfac * fac; + data[2] = fac * fac; +} + +void zbuf_accumulate_vecblur(NodeBlurData *nbd, + int xsize, + int ysize, + float *newrect, + const float *imgrect, + float *vecbufrect, + const float *zbufrect) +{ + ZSpan zspan; + DrawBufPixel *rectdraw, *dr; + static float jit[256][2]; + float v1[3], v2[3], v3[3], v4[3], fx, fy; + const float *dimg, *dz, *ro; + float *rectvz, *dvz, *dvec1, *dvec2, *dz1, *dz2, *rectz; + float *minvecbufrect = nullptr, *rectweight, *rw, *rectmax, *rm; + float maxspeedsq = (float)nbd->maxspeed * nbd->maxspeed; + int y, x, step, maxspeed = nbd->maxspeed, samples = nbd->samples; + int tsktsk = 0; + static int firsttime = 1; + char *rectmove, *dm; + + zbuf_alloc_span(&zspan, xsize, ysize, 1.0f); + zspan.zmulx = ((float)xsize) / 2.0f; + zspan.zmuly = ((float)ysize) / 2.0f; + zspan.zofsx = 0.0f; + zspan.zofsy = 0.0f; + + /* the buffers */ + rectz = (float *)MEM_callocN(sizeof(float) * xsize * ysize, "zbuf accum"); + zspan.rectz = (int *)rectz; + + rectmove = (char *)MEM_callocN(xsize * ysize, "rectmove"); + rectdraw = (DrawBufPixel *)MEM_callocN(sizeof(DrawBufPixel) * xsize * ysize, "rect draw"); + zspan.rectdraw = rectdraw; + + rectweight = (float *)MEM_callocN(sizeof(float) * xsize * ysize, "rect weight"); + rectmax = (float *)MEM_callocN(sizeof(float) * xsize * ysize, "rect max"); + + /* debug... check if PASS_VECTOR_MAX still is in buffers */ + dvec1 = vecbufrect; + for (x = 4 * xsize * ysize; x > 0; x--, dvec1++) { + if (dvec1[0] == PASS_VECTOR_MAX) { + dvec1[0] = 0.0f; + tsktsk = 1; + } + } + if (tsktsk) { + printf("Found uninitialized speed in vector buffer... fixed.\n"); + } + + /* Min speed? then copy speed-buffer to recalculate speed vectors. */ + if (nbd->minspeed) { + float minspeed = (float)nbd->minspeed; + float minspeedsq = minspeed * minspeed; + + minvecbufrect = (float *)MEM_callocN(sizeof(float[4]) * xsize * ysize, "minspeed buf"); + + dvec1 = vecbufrect; + dvec2 = minvecbufrect; + for (x = 2 * xsize * ysize; x > 0; x--, dvec1 += 2, dvec2 += 2) { + if (dvec1[0] == 0.0f && dvec1[1] == 0.0f) { + dvec2[0] = dvec1[0]; + dvec2[1] = dvec1[1]; + } + else { + float speedsq = dvec1[0] * dvec1[0] + dvec1[1] * dvec1[1]; + if (speedsq <= minspeedsq) { + dvec2[0] = 0.0f; + dvec2[1] = 0.0f; + } + else { + speedsq = 1.0f - minspeed / sqrtf(speedsq); + dvec2[0] = speedsq * dvec1[0]; + dvec2[1] = speedsq * dvec1[1]; + } + } + } + SWAP(float *, minvecbufrect, vecbufrect); + } + + /* Make vertex buffer with averaged speed and Z-values. */ + rectvz = (float *)MEM_callocN(sizeof(float[4]) * (xsize + 1) * (ysize + 1), "vertices"); + dvz = rectvz; + for (y = 0; y <= ysize; y++) { + + if (y == 0) { + dvec1 = vecbufrect + 4 * y * xsize; + } + else { + dvec1 = vecbufrect + 4 * (y - 1) * xsize; + } + + if (y == ysize) { + dvec2 = vecbufrect + 4 * (y - 1) * xsize; + } + else { + dvec2 = vecbufrect + 4 * y * xsize; + } + + for (x = 0; x <= xsize; x++) { + + /* two vectors, so a step loop */ + for (step = 0; step < 2; step++, dvec1 += 2, dvec2 += 2, dvz += 2) { + /* average on minimal speed */ + int div = 0; + + if (x != 0) { + if (dvec1[-4] != 0.0f || dvec1[-3] != 0.0f) { + dvz[0] = dvec1[-4]; + dvz[1] = dvec1[-3]; + div++; + } + if (dvec2[-4] != 0.0f || dvec2[-3] != 0.0f) { + if (div == 0) { + dvz[0] = dvec2[-4]; + dvz[1] = dvec2[-3]; + div++; + } + else if ((fabsf(dvec2[-4]) + fabsf(dvec2[-3])) < (fabsf(dvz[0]) + fabsf(dvz[1]))) { + dvz[0] = dvec2[-4]; + dvz[1] = dvec2[-3]; + } + } + } + + if (x != xsize) { + if (dvec1[0] != 0.0f || dvec1[1] != 0.0f) { + if (div == 0) { + dvz[0] = dvec1[0]; + dvz[1] = dvec1[1]; + div++; + } + else if ((fabsf(dvec1[0]) + fabsf(dvec1[1])) < (fabsf(dvz[0]) + fabsf(dvz[1]))) { + dvz[0] = dvec1[0]; + dvz[1] = dvec1[1]; + } + } + if (dvec2[0] != 0.0f || dvec2[1] != 0.0f) { + if (div == 0) { + dvz[0] = dvec2[0]; + dvz[1] = dvec2[1]; + } + else if ((fabsf(dvec2[0]) + fabsf(dvec2[1])) < (fabsf(dvz[0]) + fabsf(dvz[1]))) { + dvz[0] = dvec2[0]; + dvz[1] = dvec2[1]; + } + } + } + if (maxspeed) { + float speedsq = dvz[0] * dvz[0] + dvz[1] * dvz[1]; + if (speedsq > maxspeedsq) { + speedsq = (float)maxspeed / sqrtf(speedsq); + dvz[0] *= speedsq; + dvz[1] *= speedsq; + } + } + } + } + } + + /* set border speeds to keep border speeds on border */ + dz1 = rectvz; + dz2 = rectvz + 4 * (ysize) * (xsize + 1); + for (x = 0; x <= xsize; x++, dz1 += 4, dz2 += 4) { + dz1[1] = 0.0f; + dz2[1] = 0.0f; + dz1[3] = 0.0f; + dz2[3] = 0.0f; + } + dz1 = rectvz; + dz2 = rectvz + 4 * (xsize); + for (y = 0; y <= ysize; y++, dz1 += 4 * (xsize + 1), dz2 += 4 * (xsize + 1)) { + dz1[0] = 0.0f; + dz2[0] = 0.0f; + dz1[2] = 0.0f; + dz2[2] = 0.0f; + } + + /* tag moving pixels, only these faces we draw */ + dm = rectmove; + dvec1 = vecbufrect; + for (x = xsize * ysize; x > 0; x--, dm++, dvec1 += 4) { + if ((dvec1[0] != 0.0f || dvec1[1] != 0.0f || dvec1[2] != 0.0f || dvec1[3] != 0.0f)) { + *dm = 255; + } + } + + 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); + + /* accumulate */ + samples /= 2; + for (step = 1; step <= samples; step++) { + 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); + /* smoothstep 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 = MAX2(*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); +} |