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-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,