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Diffstat (limited to 'source/blender/compositor/operations/COM_VectorBlurOperation.cc')
-rw-r--r--source/blender/compositor/operations/COM_VectorBlurOperation.cc899
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);
+}