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Diffstat (limited to 'source/blender/compositor/operations/COM_VectorBlurOperation.cpp')
-rw-r--r--source/blender/compositor/operations/COM_VectorBlurOperation.cpp113
1 files changed, 113 insertions, 0 deletions
diff --git a/source/blender/compositor/operations/COM_VectorBlurOperation.cpp b/source/blender/compositor/operations/COM_VectorBlurOperation.cpp
new file mode 100644
index 00000000000..7d660177fbb
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+++ b/source/blender/compositor/operations/COM_VectorBlurOperation.cpp
@@ -0,0 +1,113 @@
+/*
+ * Copyright 2011, Blender Foundation.
+ *
+ * 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.
+ *
+ * Contributor:
+ * Jeroen Bakker
+ * Monique Dewanchand
+ */
+
+#include "COM_VectorBlurOperation.h"
+#include "BLI_math.h"
+
+// use the implementation of blender internal renderer to calculate the vector blur.
+extern "C" {
+ #include "RE_pipeline.h"
+}
+
+VectorBlurOperation::VectorBlurOperation(): NodeOperation() {
+ this->addInputSocket(COM_DT_COLOR);
+ this->addInputSocket(COM_DT_VALUE); // ZBUF
+ this->addInputSocket(COM_DT_COLOR); //SPEED
+ this->addOutputSocket(COM_DT_COLOR);
+ this->settings = NULL;
+ this->cachedInstance = NULL;
+ this->inputImageProgram = NULL;
+ this->inputSpeedProgram = NULL;
+ this->inputZProgram = NULL;
+ setComplex(true);
+}
+void VectorBlurOperation::initExecution() {
+ initMutex();
+ this->inputImageProgram = getInputSocketReader(0);
+ this->inputZProgram = getInputSocketReader(1);
+ this->inputSpeedProgram = getInputSocketReader(2);
+ this->cachedInstance = NULL;
+ QualityStepHelper::initExecution(COM_QH_INCREASE);
+
+}
+
+void VectorBlurOperation::executePixel(float* color, int x, int y, MemoryBuffer *inputBuffers[], void* data) {
+ float* buffer = (float*) data;
+ int index = (y*this->getWidth() + x) * COM_NUMBER_OF_CHANNELS;
+ color[0] = buffer[index];
+ color[1] = buffer[index+1];
+ color[2] = buffer[index+2];
+ color[3] = buffer[index+3];
+}
+
+void VectorBlurOperation::deinitExecution() {
+ deinitMutex();
+ this->inputImageProgram = NULL;
+ this->inputSpeedProgram = NULL;
+ this->inputZProgram = NULL;
+ if (this->cachedInstance) {
+ delete cachedInstance;
+ this->cachedInstance = NULL;
+ }
+}
+void* VectorBlurOperation::initializeTileData(rcti *rect, MemoryBuffer **memoryBuffers) {
+ if (this->cachedInstance) return this->cachedInstance;
+
+ BLI_mutex_lock(getMutex());
+ if (this->cachedInstance == NULL) {
+ MemoryBuffer* tile = (MemoryBuffer*)inputImageProgram->initializeTileData(rect, memoryBuffers);
+ MemoryBuffer* speed= (MemoryBuffer*)inputSpeedProgram->initializeTileData(rect, memoryBuffers);
+ MemoryBuffer* z = (MemoryBuffer*)inputZProgram->initializeTileData(rect, memoryBuffers);
+ float* data = new float[this->getWidth()*this->getHeight()*COM_NUMBER_OF_CHANNELS];
+ memcpy(data, tile->getBuffer(),this->getWidth()*this->getHeight()*COM_NUMBER_OF_CHANNELS*sizeof(float));
+ this->generateVectorBlur(data, tile, speed, z);
+ this->cachedInstance = data;
+ }
+ BLI_mutex_unlock(getMutex());
+ return this->cachedInstance;
+}
+
+bool VectorBlurOperation::determineDependingAreaOfInterest(rcti *input, ReadBufferOperation *readOperation, rcti *output) {
+ if (this->cachedInstance == NULL) {
+ rcti newInput;
+ newInput.xmax = this->getWidth();
+ newInput.xmin = 0;
+ newInput.ymax = this->getHeight();
+ newInput.ymin = 0;
+ return NodeOperation::determineDependingAreaOfInterest(&newInput, readOperation, output);
+ } else {
+ return false;
+ }
+}
+
+void VectorBlurOperation::generateVectorBlur(float* data, MemoryBuffer* inputImage, MemoryBuffer* inputSpeed, MemoryBuffer* inputZ) {
+ float *zbuf = inputZ->convertToValueBuffer();
+ NodeBlurData blurdata;
+ blurdata.samples = this->settings->samples/QualityStepHelper::getStep();
+ blurdata.maxspeed = this->settings->maxspeed;
+ blurdata.minspeed = this->settings->minspeed;
+ blurdata.curved = this->settings->curved;
+ blurdata.fac = this->settings->fac;
+ RE_zbuf_accumulate_vecblur(&blurdata, this->getWidth(), this->getHeight(), data, inputImage->getBuffer(), inputSpeed->getBuffer(), zbuf);
+ delete zbuf;
+ return;
+}