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Diffstat (limited to 'source/blender/nodes/composite/nodes/node_composite_dilate.cc')
-rw-r--r--source/blender/nodes/composite/nodes/node_composite_dilate.cc189
1 files changed, 17 insertions, 172 deletions
diff --git a/source/blender/nodes/composite/nodes/node_composite_dilate.cc b/source/blender/nodes/composite/nodes/node_composite_dilate.cc
index d659c46721d..cc4e09d4d0d 100644
--- a/source/blender/nodes/composite/nodes/node_composite_dilate.cc
+++ b/source/blender/nodes/composite/nodes/node_composite_dilate.cc
@@ -5,25 +5,20 @@
* \ingroup cmpnodes
*/
-#include <cmath>
-
-#include "BLI_array.hh"
#include "BLI_assert.h"
#include "BLI_math_base.hh"
-
-#include "DNA_scene_types.h"
+#include "BLI_math_vec_types.hh"
#include "RNA_access.h"
#include "UI_interface.h"
#include "UI_resources.h"
-#include "RE_pipeline.h"
-
#include "GPU_shader.h"
#include "GPU_state.h"
#include "GPU_texture.h"
+#include "COM_morphological_distance_feather_weights.hh"
#include "COM_node_operation.hh"
#include "COM_utilities.hh"
@@ -64,161 +59,7 @@ static void node_composit_buts_dilateerode(uiLayout *layout, bContext * /*C*/, P
using namespace blender::realtime_compositor;
-/* Computes a falloff that is equal to 1 at an input of zero and decrease to zero at an input of 1,
- * with the rate of decrease depending on the falloff type. */
-static float compute_distance_falloff(float x, int falloff_type)
-{
- x = 1.0f - x;
-
- switch (falloff_type) {
- case PROP_SMOOTH:
- return 3.0f * x * x - 2.0f * x * x * x;
- case PROP_SPHERE:
- return std::sqrt(2.0f * x - x * x);
- case PROP_ROOT:
- return std::sqrt(x);
- case PROP_SHARP:
- return x * x;
- case PROP_INVSQUARE:
- return x * (2.0f - x);
- case PROP_LIN:
- return x;
- default:
- BLI_assert_unreachable();
- return x;
- }
-}
-
-/* A helper class that computes and caches 1D GPU textures containing the weights of the separable
- * Gaussian filter of the given radius as well as an inverse distance falloff of the given type and
- * radius. The weights and falloffs are symmetric, because the Gaussian and falloff functions are
- * all even functions. Consequently, only the positive half of the filter is computed and the
- * shader takes that into consideration. */
-class SymmetricSeparableMorphologicalDistanceFeatherWeights {
- private:
- int radius_ = 1;
- int falloff_type_ = PROP_SMOOTH;
- GPUTexture *weights_texture_ = nullptr;
- GPUTexture *distance_falloffs_texture_ = nullptr;
-
- public:
- ~SymmetricSeparableMorphologicalDistanceFeatherWeights()
- {
- if (weights_texture_) {
- GPU_texture_free(weights_texture_);
- }
-
- if (distance_falloffs_texture_) {
- GPU_texture_free(distance_falloffs_texture_);
- }
- }
-
- /* Check if textures containing the weights and distance falloffs were already computed for the
- * given distance falloff type and radius. If such textures exists, do nothing, otherwise, free
- * the already computed textures and recompute it with the given distance falloff type and
- * radius. */
- void update(int radius, int falloff_type)
- {
- if (weights_texture_ && distance_falloffs_texture_ && falloff_type == falloff_type_ &&
- radius == radius_) {
- return;
- }
-
- radius_ = radius;
- falloff_type_ = falloff_type;
-
- compute_weights();
- compute_distance_falloffs();
- }
-
- void compute_weights()
- {
- if (weights_texture_) {
- GPU_texture_free(weights_texture_);
- }
-
- /* The size of filter is double the radius plus 1, but since the filter is symmetric, we only
- * compute half of it and no doubling happens. We add 1 to make sure the filter size is always
- * odd and there is a center weight. */
- const int size = radius_ + 1;
- Array<float> weights(size);
-
- float sum = 0.0f;
-
- /* First, compute the center weight. */
- const float center_weight = RE_filter_value(R_FILTER_GAUSS, 0.0f);
- weights[0] = center_weight;
- sum += center_weight;
-
- /* Second, compute the other weights in the positive direction, making sure to add double the
- * weight to the sum of weights because the filter is symmetric and we only loop over half of
- * it. Skip the center weight already computed by dropping the front index. */
- const float scale = radius_ > 0.0f ? 1.0f / radius_ : 0.0f;
- for (const int i : weights.index_range().drop_front(1)) {
- const float weight = RE_filter_value(R_FILTER_GAUSS, i * scale);
- weights[i] = weight;
- sum += weight * 2.0f;
- }
-
- /* Finally, normalize the weights. */
- for (const int i : weights.index_range()) {
- weights[i] /= sum;
- }
-
- weights_texture_ = GPU_texture_create_1d("Weights", size, 1, GPU_R16F, weights.data());
- }
-
- void compute_distance_falloffs()
- {
- if (distance_falloffs_texture_) {
- GPU_texture_free(distance_falloffs_texture_);
- }
-
- /* The size of the distance falloffs is double the radius plus 1, but since the falloffs are
- * symmetric, we only compute half of them and no doubling happens. We add 1 to make sure the
- * falloffs size is always odd and there is a center falloff. */
- const int size = radius_ + 1;
- Array<float> falloffs(size);
-
- /* Compute the distance falloffs in the positive direction only, because the falloffs are
- * symmetric. */
- const float scale = radius_ > 0.0f ? 1.0f / radius_ : 0.0f;
- for (const int i : falloffs.index_range()) {
- falloffs[i] = compute_distance_falloff(i * scale, falloff_type_);
- }
-
- distance_falloffs_texture_ = GPU_texture_create_1d(
- "Distance Factors", size, 1, GPU_R16F, falloffs.data());
- }
-
- void bind_weights_as_texture(GPUShader *shader, const char *texture_name)
- {
- const int texture_image_unit = GPU_shader_get_texture_binding(shader, texture_name);
- GPU_texture_bind(weights_texture_, texture_image_unit);
- }
-
- void unbind_weights_as_texture()
- {
- GPU_texture_unbind(weights_texture_);
- }
-
- void bind_distance_falloffs_as_texture(GPUShader *shader, const char *texture_name)
- {
- const int texture_image_unit = GPU_shader_get_texture_binding(shader, texture_name);
- GPU_texture_bind(distance_falloffs_texture_, texture_image_unit);
- }
-
- void unbind_distance_falloffs_as_texture()
- {
- GPU_texture_unbind(distance_falloffs_texture_);
- }
-};
-
class DilateErodeOperation : public NodeOperation {
- private:
- /* Cached symmetric blur weights and distance falloffs for the distance feature method. */
- SymmetricSeparableMorphologicalDistanceFeatherWeights distance_feather_weights_;
-
public:
using NodeOperation::NodeOperation;
@@ -414,9 +255,11 @@ class DilateErodeOperation : public NodeOperation {
const Result &input_image = get_input("Mask");
input_image.bind_as_texture(shader, "input_tx");
- distance_feather_weights_.update(math::abs(get_distance()), node_storage(bnode()).falloff);
- distance_feather_weights_.bind_weights_as_texture(shader, "weights_tx");
- distance_feather_weights_.bind_distance_falloffs_as_texture(shader, "falloffs_tx");
+ const MorphologicalDistanceFeatherWeights &weights =
+ context().cache_manager().get_morphological_distance_feather_weights(
+ node_storage(bnode()).falloff, math::abs(get_distance()));
+ weights.bind_weights_as_texture(shader, "weights_tx");
+ weights.bind_distance_falloffs_as_texture(shader, "falloffs_tx");
/* We allocate an output image of a transposed size, that is, with a height equivalent to the
* width of the input and vice versa. This is done as a performance optimization. The shader
@@ -437,8 +280,8 @@ class DilateErodeOperation : public NodeOperation {
GPU_shader_unbind();
input_image.unbind_as_texture();
- distance_feather_weights_.unbind_weights_as_texture();
- distance_feather_weights_.unbind_distance_falloffs_as_texture();
+ weights.unbind_weights_as_texture();
+ weights.unbind_distance_falloffs_as_texture();
GPU_texture_image_unbind(horizontal_pass_result);
return horizontal_pass_result;
@@ -453,9 +296,11 @@ class DilateErodeOperation : public NodeOperation {
const int texture_image_unit = GPU_shader_get_texture_binding(shader, "input_tx");
GPU_texture_bind(horizontal_pass_result, texture_image_unit);
- distance_feather_weights_.update(math::abs(get_distance()), node_storage(bnode()).falloff);
- distance_feather_weights_.bind_weights_as_texture(shader, "weights_tx");
- distance_feather_weights_.bind_distance_falloffs_as_texture(shader, "falloffs_tx");
+ const MorphologicalDistanceFeatherWeights &weights =
+ context().cache_manager().get_morphological_distance_feather_weights(
+ node_storage(bnode()).falloff, math::abs(get_distance()));
+ weights.bind_weights_as_texture(shader, "weights_tx");
+ weights.bind_distance_falloffs_as_texture(shader, "falloffs_tx");
const Domain domain = compute_domain();
Result &output_image = get_result("Mask");
@@ -468,8 +313,8 @@ class DilateErodeOperation : public NodeOperation {
GPU_shader_unbind();
output_image.unbind_as_image();
- distance_feather_weights_.unbind_weights_as_texture();
- distance_feather_weights_.unbind_distance_falloffs_as_texture();
+ weights.unbind_weights_as_texture();
+ weights.unbind_distance_falloffs_as_texture();
GPU_texture_unbind(horizontal_pass_result);
}
@@ -535,7 +380,7 @@ void register_node_type_cmp_dilateerode()
cmp_node_type_base(&ntype, CMP_NODE_DILATEERODE, "Dilate/Erode", NODE_CLASS_OP_FILTER);
ntype.draw_buttons = file_ns::node_composit_buts_dilateerode;
ntype.declare = file_ns::cmp_node_dilate_declare;
- node_type_init(&ntype, file_ns::node_composit_init_dilateerode);
+ ntype.initfunc = file_ns::node_composit_init_dilateerode;
node_type_storage(
&ntype, "NodeDilateErode", node_free_standard_storage, node_copy_standard_storage);
ntype.get_compositor_operation = file_ns::get_compositor_operation;