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-rw-r--r--source/blender/compositor/nodes/COM_DilateErodeNode.cc6
-rw-r--r--source/blender/draw/intern/shaders/common_math_lib.glsl1
-rw-r--r--source/blender/gpu/CMakeLists.txt8
-rw-r--r--source/blender/gpu/shaders/compositor/compositor_morphological_distance.glsl24
-rw-r--r--source/blender/gpu/shaders/compositor/compositor_morphological_distance_feather.glsl101
-rw-r--r--source/blender/gpu/shaders/compositor/compositor_morphological_distance_threshold.glsl88
-rw-r--r--source/blender/gpu/shaders/compositor/compositor_morphological_step.glsl19
-rw-r--r--source/blender/gpu/shaders/compositor/infos/compositor_morphological_distance_feather_info.hh21
-rw-r--r--source/blender/gpu/shaders/compositor/infos/compositor_morphological_distance_info.hh22
-rw-r--r--source/blender/gpu/shaders/compositor/infos/compositor_morphological_distance_threshold_info.hh13
-rw-r--r--source/blender/gpu/shaders/compositor/infos/compositor_morphological_step_info.hh22
-rw-r--r--source/blender/gpu/shaders/compositor/library/gpu_shader_compositor_texture_utilities.glsl10
-rw-r--r--source/blender/makesdna/DNA_node_types.h12
-rw-r--r--source/blender/makesrna/intern/rna_nodetree.c12
-rw-r--r--source/blender/nodes/composite/nodes/node_composite_dilate.cc468
15 files changed, 809 insertions, 18 deletions
diff --git a/source/blender/compositor/nodes/COM_DilateErodeNode.cc b/source/blender/compositor/nodes/COM_DilateErodeNode.cc
index f1fc730776d..1b8c9d3b0a0 100644
--- a/source/blender/compositor/nodes/COM_DilateErodeNode.cc
+++ b/source/blender/compositor/nodes/COM_DilateErodeNode.cc
@@ -28,7 +28,7 @@ void DilateErodeNode::convert_to_operations(NodeConverter &converter,
const CompositorContext &context) const
{
const bNode *editor_node = this->get_bnode();
- if (editor_node->custom1 == CMP_NODE_DILATEERODE_DISTANCE_THRESH) {
+ if (editor_node->custom1 == CMP_NODE_DILATE_ERODE_DISTANCE_THRESHOLD) {
DilateErodeThresholdOperation *operation = new DilateErodeThresholdOperation();
operation->set_distance(editor_node->custom2);
operation->set_inset(editor_node->custom3);
@@ -47,7 +47,7 @@ void DilateErodeNode::convert_to_operations(NodeConverter &converter,
converter.map_output_socket(get_output_socket(0), operation->get_output_socket(0));
}
}
- else if (editor_node->custom1 == CMP_NODE_DILATEERODE_DISTANCE) {
+ else if (editor_node->custom1 == CMP_NODE_DILATE_ERODE_DISTANCE) {
if (editor_node->custom2 > 0) {
DilateDistanceOperation *operation = new DilateDistanceOperation();
operation->set_distance(editor_node->custom2);
@@ -65,7 +65,7 @@ void DilateErodeNode::convert_to_operations(NodeConverter &converter,
converter.map_output_socket(get_output_socket(0), operation->get_output_socket(0));
}
}
- else if (editor_node->custom1 == CMP_NODE_DILATEERODE_DISTANCE_FEATHER) {
+ else if (editor_node->custom1 == CMP_NODE_DILATE_ERODE_DISTANCE_FEATHER) {
/* this uses a modified gaussian blur function otherwise its far too slow */
eCompositorQuality quality = context.get_quality();
diff --git a/source/blender/draw/intern/shaders/common_math_lib.glsl b/source/blender/draw/intern/shaders/common_math_lib.glsl
index e3734939b3f..5842df424be 100644
--- a/source/blender/draw/intern/shaders/common_math_lib.glsl
+++ b/source/blender/draw/intern/shaders/common_math_lib.glsl
@@ -17,6 +17,7 @@
#define M_SQRT2 1.41421356237309504880 /* sqrt(2) */
#define M_SQRT1_2 0.70710678118654752440 /* 1/sqrt(2) */
#define FLT_MAX 3.402823e+38
+#define FLT_MIN 1.175494e-38
vec3 mul(mat3 m, vec3 v)
{
diff --git a/source/blender/gpu/CMakeLists.txt b/source/blender/gpu/CMakeLists.txt
index 979bfc63572..7ae9eae6d44 100644
--- a/source/blender/gpu/CMakeLists.txt
+++ b/source/blender/gpu/CMakeLists.txt
@@ -340,6 +340,10 @@ set(GLSL_SRC
shaders/compositor/compositor_filter.glsl
shaders/compositor/compositor_flip.glsl
shaders/compositor/compositor_image_crop.glsl
+ shaders/compositor/compositor_morphological_distance.glsl
+ shaders/compositor/compositor_morphological_distance_feather.glsl
+ shaders/compositor/compositor_morphological_distance_threshold.glsl
+ shaders/compositor/compositor_morphological_step.glsl
shaders/compositor/compositor_projector_lens_distortion.glsl
shaders/compositor/compositor_realize_on_domain.glsl
shaders/compositor/compositor_screen_lens_distortion.glsl
@@ -616,6 +620,10 @@ set(SRC_SHADER_CREATE_INFOS
shaders/compositor/infos/compositor_filter_info.hh
shaders/compositor/infos/compositor_flip_info.hh
shaders/compositor/infos/compositor_image_crop_info.hh
+ shaders/compositor/infos/compositor_morphological_distance_feather_info.hh
+ shaders/compositor/infos/compositor_morphological_distance_info.hh
+ shaders/compositor/infos/compositor_morphological_distance_threshold_info.hh
+ shaders/compositor/infos/compositor_morphological_step_info.hh
shaders/compositor/infos/compositor_projector_lens_distortion_info.hh
shaders/compositor/infos/compositor_realize_on_domain_info.hh
shaders/compositor/infos/compositor_screen_lens_distortion_info.hh
diff --git a/source/blender/gpu/shaders/compositor/compositor_morphological_distance.glsl b/source/blender/gpu/shaders/compositor/compositor_morphological_distance.glsl
new file mode 100644
index 00000000000..09f896b7a9d
--- /dev/null
+++ b/source/blender/gpu/shaders/compositor/compositor_morphological_distance.glsl
@@ -0,0 +1,24 @@
+#pragma BLENDER_REQUIRE(common_math_lib.glsl)
+#pragma BLENDER_REQUIRE(gpu_shader_compositor_texture_utilities.glsl)
+
+void main()
+{
+ ivec2 texel = ivec2(gl_GlobalInvocationID.xy);
+
+ /* Find the minimum/maximum value in the circular window of the given radius around the pixel. By
+ * circular window, we mean that pixels in the window whose distance to the center of window is
+ * larger than the given radius are skipped and not considered. Consequently, the dilation or
+ * erosion that take place produces round results as opposed to squarish ones. This is
+ * essentially a morphological operator with a circular structuring element. The LIMIT value
+ * should be FLT_MAX if OPERATOR is min and FLT_MIN if OPERATOR is max. */
+ float value = LIMIT;
+ for (int y = -radius; y <= radius; y++) {
+ for (int x = -radius; x <= radius; x++) {
+ if (x * x + y * y <= radius * radius) {
+ value = OPERATOR(value, texture_load(input_tx, texel + ivec2(x, y), vec4(LIMIT)).x);
+ }
+ }
+ }
+
+ imageStore(output_img, texel, vec4(value));
+}
diff --git a/source/blender/gpu/shaders/compositor/compositor_morphological_distance_feather.glsl b/source/blender/gpu/shaders/compositor/compositor_morphological_distance_feather.glsl
new file mode 100644
index 00000000000..8034f4a3ebd
--- /dev/null
+++ b/source/blender/gpu/shaders/compositor/compositor_morphological_distance_feather.glsl
@@ -0,0 +1,101 @@
+#pragma BLENDER_REQUIRE(gpu_shader_compositor_texture_utilities.glsl)
+
+/* The Morphological Distance Feather operation is a linear combination between the result of two
+ * operations. The first operation is a Gaussian blur with a radius equivalent to the dilate/erode
+ * distance, which is straightforward and implemented as a separable filter similar to the blur
+ * operation.
+ *
+ * The second operation is an approximation of a morphological inverse distance operation evaluated
+ * at a distance falloff function. The result of a morphological inverse distance operation is a
+ * narrow band distance field that starts at its maximum value at boundaries where a difference in
+ * values took place and linearly deceases until it reaches zero in the span of a number of pixels
+ * equivalent to the erode/dilate distance. Additionally, instead of linearly decreasing, the user
+ * may choose a different falloff which is evaluated at the computed distance. For dilation, the
+ * distance field decreases outwards, and for erosion, the distance field decreased inwards.
+ *
+ * The reason why the result of a Gaussian blur is mixed in with the distance field is because the
+ * distance field is merely approximated and not accurately computed, the defects of which is more
+ * apparent away from boundaries and especially at corners where the distance field should take a
+ * circular shape. That's why the Gaussian blur is mostly mixed only further from boundaries.
+ *
+ * The morphological inverse distance operation is approximated using a separable implementation
+ * and intertwined with the Gaussian blur implementation as follows. A search window of a radius
+ * equivalent to the dilate/erode distance is applied on the image to find either the minimum or
+ * maximum pixel value multiplied by its corresponding falloff value in the window. For dilation,
+ * we try to find the maximum, and for erosion, we try to find the minimum. Additionally, we also
+ * save the falloff value where the minimum or maximum was found. The found value will be that of
+ * the narrow band distance field and the saved falloff value will be used as the mixing factor
+ * with the Gaussian blur.
+ *
+ * To make sense of the aforementioned algorithm, assume we are dilating a binary image by 5 pixels
+ * whose half has a value of 1 and the other half has a value of zero. Consider the following:
+ *
+ * - A pixel of value 1 already has the maximum possible value, so its value will remain unchanged
+ * regardless of its position.
+ * - A pixel of value 0 that is right at the boundary of the 1's region will have a maximum value
+ * of around 0.8 depending on the falloff. That's because the search window intersects the 1's
+ * region, which when multiplied by the falloff gives the first value of the falloff, which is
+ * larger than the initially zero value computed at the center of the search window.
+ * - A pixel of value 0 that is 3 pixels away from the boundary will have a maximum value of around
+ * 0.4 depending on the falloff. That's because the search window intersects the 1's region,
+ * which when multiplied by the falloff gives the third value of the falloff, which is larger
+ * than the initially zero value computed at the center of the search window.
+ * - Finally, a pixel of value 0 that is 6 pixels away from the boundary will have a maximum value
+ * of 0, because the search window doesn't intersects the 1's region and only spans zero values.
+ *
+ * The previous example demonstrates how the distance field naturally arises, and the same goes for
+ * the erode case, except the minimum value is computed instead.
+ */
+void main()
+{
+ ivec2 texel = ivec2(gl_GlobalInvocationID.xy);
+
+ /* A value for accumulating the blur result. */
+ float accumulated_value = 0.0;
+
+ /* Compute the contribution of the center pixel to the blur result. */
+ float center_value = texture_load(input_tx, texel).x;
+ accumulated_value += center_value * texture_load(weights_tx, 0).x;
+
+ /* Start with the center value as the maximum/minimum distance and reassign to the true maximum
+ * or minimum in the search loop below. Additionally, the center falloff is always 1.0, so start
+ * with that. */
+ float limit_distance = center_value;
+ float limit_distance_falloff = 1.0;
+
+ /* Compute the contributions of the pixels to the right and left, noting that the weights and
+ * falloffs textures only store the weights and falloffs for the positive half, but since the
+ * they are both symmetric, the same weights and falloffs are used for the negative half and we
+ * compute both of their contributions. */
+ for (int i = 1; i < texture_size(weights_tx); i++) {
+ float weight = texture_load(weights_tx, i).x;
+ float falloff = texture_load(falloffs_tx, i).x;
+
+ /* Loop for two iterations, where s takes the value of -1 and 1, which is used as the sign
+ * needed to evaluated the positive and negative sides as explain above. */
+ for (int s = -1; s < 2; s += 2) {
+ /* Compute the contribution of the pixel to the blur result. */
+ float value = texture_load(input_tx, texel + ivec2(s * i, 0)).x;
+ accumulated_value += value * weight;
+
+ /* The distance is computed such that its highest value is the pixel value itself, so
+ * multiply the distance falloff by the pixel value. */
+ float falloff_distance = value * falloff;
+
+ /* Find either the maximum or the minimum for the dilate and erode cases respectively. */
+ if (COMPARE(falloff_distance, limit_distance)) {
+ limit_distance = falloff_distance;
+ limit_distance_falloff = falloff;
+ }
+ }
+ }
+
+ /* Mix between the limit distance and the blurred accumulated value such that the limit distance
+ * is used for pixels closer to the boundary and the blurred value is used for pixels away from
+ * the boundary. */
+ float value = mix(accumulated_value, limit_distance, limit_distance_falloff);
+
+ /* Write the value using the transposed texel. See the execute_distance_feather_horizontal_pass
+ * method for more information on the rational behind this. */
+ imageStore(output_img, texel.yx, vec4(value));
+}
diff --git a/source/blender/gpu/shaders/compositor/compositor_morphological_distance_threshold.glsl b/source/blender/gpu/shaders/compositor/compositor_morphological_distance_threshold.glsl
new file mode 100644
index 00000000000..5931c4f0271
--- /dev/null
+++ b/source/blender/gpu/shaders/compositor/compositor_morphological_distance_threshold.glsl
@@ -0,0 +1,88 @@
+#pragma BLENDER_REQUIRE(gpu_shader_compositor_texture_utilities.glsl)
+
+/* The Morphological Distance Threshold operation is effectively three consecutive operations
+ * implemented as a single operation. The three operations are as follows:
+ *
+ * .-----------. .--------------. .----------------.
+ * | Threshold |-->| Dilate/Erode |-->| Distance Inset |
+ * '-----------' '--------------' '----------------'
+ *
+ * The threshold operation just converts the input into a binary image, where the pixel is 1 if it
+ * is larger than 0.5 and 0 otherwise. Pixels that are 1 in the output of the threshold operation
+ * are said to be masked. The dilate/erode operation is a dilate or erode morphological operation
+ * with a circular structuring element depending on the sign of the distance, where it is a dilate
+ * operation if the distance is positive and an erode operation otherwise. This is equivalent to
+ * the Morphological Distance operation, see its implementation for more information. Finally, the
+ * distance inset is an operation that converts the binary image into a narrow band distance field.
+ * That is, pixels that are unmasked will remain 0, while pixels that are masked will start from
+ * zero at the boundary of the masked region and linearly increase until reaching 1 in the span of
+ * a number pixels given by the inset value.
+ *
+ * As a performance optimization, the dilate/erode operation is omitted and its effective result is
+ * achieved by slightly adjusting the distance inset operation. The base distance inset operation
+ * works by computing the signed distance from the current center pixel to the nearest pixel with a
+ * different value. Since our image is a binary image, that means that if the pixel is masked, we
+ * compute the signed distance to the nearest unmasked pixel, and if the pixel unmasked, we compute
+ * the signed distance to the nearest masked pixel. The distance is positive if the pixel is masked
+ * and negative otherwise. The distance is then normalized by dividing by the given inset value and
+ * clamped to the [0, 1] range. Since distances larger than the inset value are eventually clamped,
+ * the distance search window is limited to a radius equivalent to the inset value.
+ *
+ * To archive the effective result of the omitted dilate/erode operation, we adjust the distance
+ * inset operation as follows. First, we increase the radius of the distance search window by the
+ * radius of the dilate/erode operation. Then we adjust the resulting narrow band signed distance
+ * field as follows.
+ *
+ * For the erode case, we merely subtract the erode distance, which makes the outermost erode
+ * distance number of pixels zero due to clamping, consequently achieving the result of the erode,
+ * while retaining the needed inset because we increased the distance search window by the same
+ * amount we subtracted.
+ *
+ * Similarly, for the dilate case, we add the dilate distance, which makes the dilate distance
+ * number of pixels just outside of the masked region positive and part of the narrow band distance
+ * field, consequently achieving the result of the dilate, while at the same time, the innermost
+ * dilate distance number of pixels become 1 due to clamping, retaining the needed inset because we
+ * increased the distance search window by the same amount we added.
+ *
+ * Since the erode/dilate distance is already signed appropriately as described before, we just add
+ * it in both cases. */
+void main()
+{
+ ivec2 texel = ivec2(gl_GlobalInvocationID.xy);
+
+ /* Apply a threshold operation on the center pixel, where the threshold is currently hard-coded
+ * at 0.5. The pixels with values larger than the threshold are said to be masked. */
+ bool is_center_masked = texture_load(input_tx, texel).x > 0.5;
+
+ /* Since the distance search window will access pixels outside of the bounds of the image, we use
+ * a texture loader with a fallback value. And since we don't want those values to affect the
+ * result, the fallback value is chosen such that the inner condition fails, which is when the
+ * sampled pixel and the center pixel are the same, so choose a fallback that will be considered
+ * masked if the center pixel is masked and unmasked otherwise. */
+ vec4 fallback = vec4(is_center_masked ? 1.0 : 0.0);
+
+ /* Since the distance search window is limited to the given radius, the maximum possible squared
+ * distance to the center is double the squared radius. */
+ int minimum_squared_distance = radius * radius * 2;
+
+ /* Find the squared distance to the nearest different pixel in the search window of the given
+ * radius. */
+ for (int y = -radius; y <= radius; y++) {
+ for (int x = -radius; x <= radius; x++) {
+ bool is_sample_masked = texture_load(input_tx, texel + ivec2(x, y), fallback).x > 0.5;
+ if (is_center_masked != is_sample_masked) {
+ minimum_squared_distance = min(minimum_squared_distance, x * x + y * y);
+ }
+ }
+ }
+
+ /* Compute the actual distance from the squared distance and assign it an appropriate sign
+ * depending on whether it lies in a masked region or not. */
+ float signed_minimum_distance = sqrt(minimum_squared_distance) * (is_center_masked ? 1.0 : -1.0);
+
+ /* Add the erode/dilate distance and divide by the inset amount as described in the discussion,
+ * then clamp to the [0, 1] range. */
+ float value = clamp((signed_minimum_distance + distance) / inset, 0.0, 1.0);
+
+ imageStore(output_img, texel, vec4(value));
+}
diff --git a/source/blender/gpu/shaders/compositor/compositor_morphological_step.glsl b/source/blender/gpu/shaders/compositor/compositor_morphological_step.glsl
new file mode 100644
index 00000000000..6992bc2afa5
--- /dev/null
+++ b/source/blender/gpu/shaders/compositor/compositor_morphological_step.glsl
@@ -0,0 +1,19 @@
+#pragma BLENDER_REQUIRE(common_math_lib.glsl)
+#pragma BLENDER_REQUIRE(gpu_shader_compositor_texture_utilities.glsl)
+
+void main()
+{
+ ivec2 texel = ivec2(gl_GlobalInvocationID.xy);
+
+ /* Find the minimum/maximum value in the window of the given radius around the pixel. This is
+ * essentially a morphological operator with a square structuring element. The LIMIT value should
+ * be FLT_MAX if OPERATOR is min and FLT_MIN if OPERATOR is max. */
+ float value = LIMIT;
+ for (int i = -radius; i <= radius; i++) {
+ value = OPERATOR(value, texture_load(input_tx, texel + ivec2(i, 0), vec4(LIMIT)).x);
+ }
+
+ /* Write the value using the transposed texel. See the execute_step_horizontal_pass method for
+ * more information on the rational behind this. */
+ imageStore(output_img, texel.yx, vec4(value));
+}
diff --git a/source/blender/gpu/shaders/compositor/infos/compositor_morphological_distance_feather_info.hh b/source/blender/gpu/shaders/compositor/infos/compositor_morphological_distance_feather_info.hh
new file mode 100644
index 00000000000..9f17f60129d
--- /dev/null
+++ b/source/blender/gpu/shaders/compositor/infos/compositor_morphological_distance_feather_info.hh
@@ -0,0 +1,21 @@
+/* SPDX-License-Identifier: GPL-2.0-or-later */
+
+#include "gpu_shader_create_info.hh"
+
+GPU_SHADER_CREATE_INFO(compositor_morphological_distance_feather_shared)
+ .local_group_size(16, 16)
+ .sampler(0, ImageType::FLOAT_2D, "input_tx")
+ .sampler(1, ImageType::FLOAT_1D, "weights_tx")
+ .sampler(2, ImageType::FLOAT_1D, "falloffs_tx")
+ .image(0, GPU_RGBA16F, Qualifier::WRITE, ImageType::FLOAT_2D, "output_img")
+ .compute_source("compositor_morphological_distance_feather.glsl");
+
+GPU_SHADER_CREATE_INFO(compositor_morphological_distance_feather_dilate)
+ .additional_info("compositor_morphological_distance_feather_shared")
+ .define("COMPARE(x, y)", "x > y")
+ .do_static_compilation(true);
+
+GPU_SHADER_CREATE_INFO(compositor_morphological_distance_feather_erode)
+ .additional_info("compositor_morphological_distance_feather_shared")
+ .define("COMPARE(x, y)", "x < y")
+ .do_static_compilation(true);
diff --git a/source/blender/gpu/shaders/compositor/infos/compositor_morphological_distance_info.hh b/source/blender/gpu/shaders/compositor/infos/compositor_morphological_distance_info.hh
new file mode 100644
index 00000000000..fc960e119e5
--- /dev/null
+++ b/source/blender/gpu/shaders/compositor/infos/compositor_morphological_distance_info.hh
@@ -0,0 +1,22 @@
+/* SPDX-License-Identifier: GPL-2.0-or-later */
+
+#include "gpu_shader_create_info.hh"
+
+GPU_SHADER_CREATE_INFO(compositor_morphological_distance_shared)
+ .local_group_size(16, 16)
+ .push_constant(Type::INT, "radius")
+ .sampler(0, ImageType::FLOAT_2D, "input_tx")
+ .image(0, GPU_R16F, Qualifier::WRITE, ImageType::FLOAT_2D, "output_img")
+ .compute_source("compositor_morphological_distance.glsl");
+
+GPU_SHADER_CREATE_INFO(compositor_morphological_distance_dilate)
+ .additional_info("compositor_morphological_distance_shared")
+ .define("OPERATOR(a, b)", "max(a, b)")
+ .define("LIMIT", "FLT_MIN")
+ .do_static_compilation(true);
+
+GPU_SHADER_CREATE_INFO(compositor_morphological_distance_erode)
+ .additional_info("compositor_morphological_distance_shared")
+ .define("OPERATOR(a, b)", "min(a, b)")
+ .define("LIMIT", "FLT_MAX")
+ .do_static_compilation(true);
diff --git a/source/blender/gpu/shaders/compositor/infos/compositor_morphological_distance_threshold_info.hh b/source/blender/gpu/shaders/compositor/infos/compositor_morphological_distance_threshold_info.hh
new file mode 100644
index 00000000000..b1d64f61b80
--- /dev/null
+++ b/source/blender/gpu/shaders/compositor/infos/compositor_morphological_distance_threshold_info.hh
@@ -0,0 +1,13 @@
+/* SPDX-License-Identifier: GPL-2.0-or-later */
+
+#include "gpu_shader_create_info.hh"
+
+GPU_SHADER_CREATE_INFO(compositor_morphological_distance_threshold)
+ .local_group_size(16, 16)
+ .push_constant(Type::INT, "radius")
+ .push_constant(Type::INT, "distance")
+ .push_constant(Type::FLOAT, "inset")
+ .sampler(0, ImageType::FLOAT_2D, "input_tx")
+ .image(0, GPU_R16F, Qualifier::WRITE, ImageType::FLOAT_2D, "output_img")
+ .compute_source("compositor_morphological_distance_threshold.glsl")
+ .do_static_compilation(true);
diff --git a/source/blender/gpu/shaders/compositor/infos/compositor_morphological_step_info.hh b/source/blender/gpu/shaders/compositor/infos/compositor_morphological_step_info.hh
new file mode 100644
index 00000000000..e97ffd9feea
--- /dev/null
+++ b/source/blender/gpu/shaders/compositor/infos/compositor_morphological_step_info.hh
@@ -0,0 +1,22 @@
+/* SPDX-License-Identifier: GPL-2.0-or-later */
+
+#include "gpu_shader_create_info.hh"
+
+GPU_SHADER_CREATE_INFO(compositor_morphological_step_shared)
+ .local_group_size(16, 16)
+ .push_constant(Type::INT, "radius")
+ .sampler(0, ImageType::FLOAT_2D, "input_tx")
+ .image(0, GPU_R16F, Qualifier::WRITE, ImageType::FLOAT_2D, "output_img")
+ .compute_source("compositor_morphological_step.glsl");
+
+GPU_SHADER_CREATE_INFO(compositor_morphological_step_dilate)
+ .additional_info("compositor_morphological_step_shared")
+ .define("OPERATOR(a, b)", "max(a, b)")
+ .define("LIMIT", "FLT_MIN")
+ .do_static_compilation(true);
+
+GPU_SHADER_CREATE_INFO(compositor_morphological_step_erode)
+ .additional_info("compositor_morphological_step_shared")
+ .define("OPERATOR(a, b)", "min(a, b)")
+ .define("LIMIT", "FLT_MAX")
+ .do_static_compilation(true);
diff --git a/source/blender/gpu/shaders/compositor/library/gpu_shader_compositor_texture_utilities.glsl b/source/blender/gpu/shaders/compositor/library/gpu_shader_compositor_texture_utilities.glsl
index 00e9a391097..128fc6aeaf5 100644
--- a/source/blender/gpu/shaders/compositor/library/gpu_shader_compositor_texture_utilities.glsl
+++ b/source/blender/gpu/shaders/compositor/library/gpu_shader_compositor_texture_utilities.glsl
@@ -23,3 +23,13 @@ vec4 texture_load(sampler2D sampler, ivec2 texel)
const ivec2 texture_bounds = texture_size(sampler) - ivec2(1);
return texelFetch(sampler, clamp(texel, ivec2(0), texture_bounds), 0);
}
+
+/* A shorthand for 2D texelFetch with zero LOD and a fallback value for out-of-bound access. */
+vec4 texture_load(sampler2D sampler, ivec2 texel, vec4 fallback)
+{
+ const ivec2 texture_bounds = texture_size(sampler) - ivec2(1);
+ if (any(lessThan(texel, ivec2(0))) || any(greaterThan(texel, texture_bounds))) {
+ return fallback;
+ }
+ return texelFetch(sampler, texel, 0);
+}
diff --git a/source/blender/makesdna/DNA_node_types.h b/source/blender/makesdna/DNA_node_types.h
index 92cc35908f2..07e9f5d8c52 100644
--- a/source/blender/makesdna/DNA_node_types.h
+++ b/source/blender/makesdna/DNA_node_types.h
@@ -765,12 +765,12 @@ typedef enum CMPNodeMaskType {
CMP_NODE_MASKTYPE_NOT = 3,
} CMPNodeMaskType;
-enum {
- CMP_NODE_DILATEERODE_STEP = 0,
- CMP_NODE_DILATEERODE_DISTANCE_THRESH = 1,
- CMP_NODE_DILATEERODE_DISTANCE = 2,
- CMP_NODE_DILATEERODE_DISTANCE_FEATHER = 3,
-};
+typedef enum CMPNodeDilateErodeMethod {
+ CMP_NODE_DILATE_ERODE_STEP = 0,
+ CMP_NODE_DILATE_ERODE_DISTANCE_THRESHOLD = 1,
+ CMP_NODE_DILATE_ERODE_DISTANCE = 2,
+ CMP_NODE_DILATE_ERODE_DISTANCE_FEATHER = 3,
+} CMPNodeDilateErodeMethod;
enum {
CMP_NODE_INPAINT_SIMPLE = 0,
diff --git a/source/blender/makesrna/intern/rna_nodetree.c b/source/blender/makesrna/intern/rna_nodetree.c
index 6596acfaf57..e0bac0f85ec 100644
--- a/source/blender/makesrna/intern/rna_nodetree.c
+++ b/source/blender/makesrna/intern/rna_nodetree.c
@@ -7108,10 +7108,10 @@ static void def_cmp_dilate_erode(StructRNA *srna)
PropertyRNA *prop;
static const EnumPropertyItem mode_items[] = {
- {CMP_NODE_DILATEERODE_STEP, "STEP", 0, "Step", ""},
- {CMP_NODE_DILATEERODE_DISTANCE_THRESH, "THRESHOLD", 0, "Threshold", ""},
- {CMP_NODE_DILATEERODE_DISTANCE, "DISTANCE", 0, "Distance", ""},
- {CMP_NODE_DILATEERODE_DISTANCE_FEATHER, "FEATHER", 0, "Feather", ""},
+ {CMP_NODE_DILATE_ERODE_STEP, "STEP", 0, "Step", ""},
+ {CMP_NODE_DILATE_ERODE_DISTANCE_THRESHOLD, "THRESHOLD", 0, "Threshold", ""},
+ {CMP_NODE_DILATE_ERODE_DISTANCE, "DISTANCE", 0, "Distance", ""},
+ {CMP_NODE_DILATE_ERODE_DISTANCE_FEATHER, "FEATHER", 0, "Feather", ""},
{0, NULL, 0, NULL, NULL},
};
@@ -7128,7 +7128,7 @@ static void def_cmp_dilate_erode(StructRNA *srna)
RNA_def_property_ui_text(prop, "Distance", "Distance to grow/shrink (number of iterations)");
RNA_def_property_update(prop, NC_NODE | NA_EDITED, "rna_Node_update");
- /* CMP_NODE_DILATEERODE_DISTANCE_THRESH only */
+ /* CMP_NODE_DILATE_ERODE_DISTANCE_THRESH only */
prop = RNA_def_property(srna, "edge", PROP_FLOAT, PROP_NONE);
RNA_def_property_float_sdna(prop, NULL, "custom3");
RNA_def_property_range(prop, -100, 100);
@@ -7137,7 +7137,7 @@ static void def_cmp_dilate_erode(StructRNA *srna)
RNA_def_struct_sdna_from(srna, "NodeDilateErode", "storage");
- /* CMP_NODE_DILATEERODE_DISTANCE_FEATHER only */
+ /* CMP_NODE_DILATE_ERODE_DISTANCE_FEATHER only */
prop = RNA_def_property(srna, "falloff", PROP_ENUM, PROP_NONE);
RNA_def_property_enum_sdna(prop, NULL, "falloff");
RNA_def_property_enum_items(prop, rna_enum_proportional_falloff_curve_only_items);
diff --git a/source/blender/nodes/composite/nodes/node_composite_dilate.cc b/source/blender/nodes/composite/nodes/node_composite_dilate.cc
index 46199d3ff04..551dfacb276 100644
--- a/source/blender/nodes/composite/nodes/node_composite_dilate.cc
+++ b/source/blender/nodes/composite/nodes/node_composite_dilate.cc
@@ -5,12 +5,27 @@
* \ingroup cmpnodes
*/
+#include <cmath>
+
+#include "BLI_array.hh"
+#include "BLI_assert.h"
+#include "BLI_math_base.hh"
+
+#include "DNA_scene_types.h"
+
#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_node_operation.hh"
+#include "COM_utilities.hh"
#include "node_composite_util.hh"
@@ -18,6 +33,8 @@
namespace blender::nodes::node_composite_dilate_cc {
+NODE_STORAGE_FUNCS(NodeDilateErode)
+
static void cmp_node_dilate_declare(NodeDeclarationBuilder &b)
{
b.add_input<decl::Float>(N_("Mask")).default_value(0.0f).min(0.0f).max(1.0f);
@@ -36,10 +53,10 @@ static void node_composit_buts_dilateerode(uiLayout *layout, bContext *UNUSED(C)
uiItemR(layout, ptr, "mode", UI_ITEM_R_SPLIT_EMPTY_NAME, nullptr, ICON_NONE);
uiItemR(layout, ptr, "distance", UI_ITEM_R_SPLIT_EMPTY_NAME, nullptr, ICON_NONE);
switch (RNA_enum_get(ptr, "mode")) {
- case CMP_NODE_DILATEERODE_DISTANCE_THRESH:
+ case CMP_NODE_DILATE_ERODE_DISTANCE_THRESHOLD:
uiItemR(layout, ptr, "edge", UI_ITEM_R_SPLIT_EMPTY_NAME, nullptr, ICON_NONE);
break;
- case CMP_NODE_DILATEERODE_DISTANCE_FEATHER:
+ case CMP_NODE_DILATE_ERODE_DISTANCE_FEATHER:
uiItemR(layout, ptr, "falloff", UI_ITEM_R_SPLIT_EMPTY_NAME, nullptr, ICON_NONE);
break;
}
@@ -47,13 +64,458 @@ static void node_composit_buts_dilateerode(uiLayout *layout, bContext *UNUSED(C)
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;
void execute() override
{
- get_input("Mask").pass_through(get_result("Mask"));
+ if (is_identity()) {
+ get_input("Mask").pass_through(get_result("Mask"));
+ return;
+ }
+
+ switch (get_method()) {
+ case CMP_NODE_DILATE_ERODE_STEP:
+ execute_step();
+ return;
+ case CMP_NODE_DILATE_ERODE_DISTANCE:
+ execute_distance();
+ return;
+ case CMP_NODE_DILATE_ERODE_DISTANCE_THRESHOLD:
+ execute_distance_threshold();
+ return;
+ case CMP_NODE_DILATE_ERODE_DISTANCE_FEATHER:
+ execute_distance_feather();
+ return;
+ default:
+ BLI_assert_unreachable();
+ return;
+ }
+ }
+
+ /* ----------------------------
+ * Step Morphological Operator.
+ * ---------------------------- */
+
+ void execute_step()
+ {
+ GPUTexture *horizontal_pass_result = execute_step_horizontal_pass();
+ execute_step_vertical_pass(horizontal_pass_result);
+ }
+
+ GPUTexture *execute_step_horizontal_pass()
+ {
+ GPUShader *shader = shader_manager().get(get_morphological_step_shader_name());
+ GPU_shader_bind(shader);
+
+ /* Pass the absolute value of the distance. We have specialized shaders for each sign. */
+ GPU_shader_uniform_1i(shader, "radius", math::abs(get_distance()));
+
+ const Result &input_mask = get_input("Mask");
+ input_mask.bind_as_texture(shader, "input_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
+ * will process the image horizontally and write it to the intermediate output transposed. Then
+ * the vertical pass will execute the same horizontal pass shader, but since its input is
+ * transposed, it will effectively do a vertical pass and write to the output transposed,
+ * effectively undoing the transposition in the horizontal pass. This is done to improve
+ * spatial cache locality in the shader and to avoid having two separate shaders for each of
+ * the passes. */
+ const Domain domain = compute_domain();
+ const int2 transposed_domain = int2(domain.size.y, domain.size.x);
+
+ GPUTexture *horizontal_pass_result = texture_pool().acquire_color(transposed_domain);
+ const int image_unit = GPU_shader_get_texture_binding(shader, "output_img");
+ GPU_texture_image_bind(horizontal_pass_result, image_unit);
+
+ compute_dispatch_threads_at_least(shader, domain.size);
+
+ GPU_shader_unbind();
+ input_mask.unbind_as_texture();
+ GPU_texture_image_unbind(horizontal_pass_result);
+
+ return horizontal_pass_result;
+ }
+
+ void execute_step_vertical_pass(GPUTexture *horizontal_pass_result)
+ {
+ GPUShader *shader = shader_manager().get(get_morphological_step_shader_name());
+ GPU_shader_bind(shader);
+
+ /* Pass the absolute value of the distance. We have specialized shaders for each sign. */
+ GPU_shader_uniform_1i(shader, "radius", math::abs(get_distance()));
+
+ GPU_memory_barrier(GPU_BARRIER_TEXTURE_FETCH);
+ const int texture_image_unit = GPU_shader_get_texture_binding(shader, "input_tx");
+ GPU_texture_bind(horizontal_pass_result, texture_image_unit);
+
+ const Domain domain = compute_domain();
+ Result &output_mask = get_result("Mask");
+ output_mask.allocate_texture(domain);
+ output_mask.bind_as_image(shader, "output_img");
+
+ /* Notice that the domain is transposed, see the note on the horizontal pass method for more
+ * information on the reasoning behind this. */
+ compute_dispatch_threads_at_least(shader, int2(domain.size.y, domain.size.x));
+
+ GPU_shader_unbind();
+ output_mask.unbind_as_image();
+ GPU_texture_unbind(horizontal_pass_result);
+ }
+
+ const char *get_morphological_step_shader_name()
+ {
+ if (get_distance() > 0) {
+ return "compositor_morphological_step_dilate";
+ }
+ return "compositor_morphological_step_erode";
+ }
+
+ /* --------------------------------
+ * Distance Morphological Operator.
+ * -------------------------------- */
+
+ void execute_distance()
+ {
+ GPUShader *shader = shader_manager().get(get_morphological_distance_shader_name());
+ GPU_shader_bind(shader);
+
+ /* Pass the absolute value of the distance. We have specialized shaders for each sign. */
+ GPU_shader_uniform_1i(shader, "radius", math::abs(get_distance()));
+
+ const Result &input_mask = get_input("Mask");
+ input_mask.bind_as_texture(shader, "input_tx");
+
+ const Domain domain = compute_domain();
+ Result &output_mask = get_result("Mask");
+ output_mask.allocate_texture(domain);
+ output_mask.bind_as_image(shader, "output_img");
+
+ compute_dispatch_threads_at_least(shader, domain.size);
+
+ GPU_shader_unbind();
+ output_mask.unbind_as_image();
+ input_mask.unbind_as_texture();
+ }
+
+ const char *get_morphological_distance_shader_name()
+ {
+ if (get_distance() > 0) {
+ return "compositor_morphological_distance_dilate";
+ }
+ return "compositor_morphological_distance_erode";
+ }
+
+ /* ------------------------------------------
+ * Distance Threshold Morphological Operator.
+ * ------------------------------------------ */
+
+ void execute_distance_threshold()
+ {
+ GPUShader *shader = shader_manager().get("compositor_morphological_distance_threshold");
+ GPU_shader_bind(shader);
+
+ GPU_shader_uniform_1f(shader, "inset", get_inset());
+ GPU_shader_uniform_1i(shader, "radius", get_morphological_distance_threshold_radius());
+ GPU_shader_uniform_1i(shader, "distance", get_distance());
+
+ const Result &input_mask = get_input("Mask");
+ input_mask.bind_as_texture(shader, "input_tx");
+
+ const Domain domain = compute_domain();
+ Result &output_mask = get_result("Mask");
+ output_mask.allocate_texture(domain);
+ output_mask.bind_as_image(shader, "output_img");
+
+ compute_dispatch_threads_at_least(shader, domain.size);
+
+ GPU_shader_unbind();
+ output_mask.unbind_as_image();
+ input_mask.unbind_as_texture();
+ }
+
+ /* See the discussion in the implementation for more information. */
+ int get_morphological_distance_threshold_radius()
+ {
+ return static_cast<int>(math::ceil(get_inset())) + math::abs(get_distance());
+ }
+
+ /* ----------------------------------------
+ * Distance Feather Morphological Operator.
+ * ---------------------------------------- */
+
+ void execute_distance_feather()
+ {
+ GPUTexture *horizontal_pass_result = execute_distance_feather_horizontal_pass();
+ execute_distance_feather_vertical_pass(horizontal_pass_result);
+ }
+
+ GPUTexture *execute_distance_feather_horizontal_pass()
+ {
+ GPUShader *shader = shader_manager().get(get_morphological_distance_feather_shader_name());
+ GPU_shader_bind(shader);
+
+ 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");
+
+ /* 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
+ * will process the image horizontally and write it to the intermediate output transposed. Then
+ * the vertical pass will execute the same horizontal pass shader, but since its input is
+ * transposed, it will effectively do a vertical pass and write to the output transposed,
+ * effectively undoing the transposition in the horizontal pass. This is done to improve
+ * spatial cache locality in the shader and to avoid having two separate shaders for each of
+ * the passes. */
+ const Domain domain = compute_domain();
+ const int2 transposed_domain = int2(domain.size.y, domain.size.x);
+
+ GPUTexture *horizontal_pass_result = texture_pool().acquire_color(transposed_domain);
+ const int image_unit = GPU_shader_get_texture_binding(shader, "output_img");
+ GPU_texture_image_bind(horizontal_pass_result, image_unit);
+
+ compute_dispatch_threads_at_least(shader, domain.size);
+
+ GPU_shader_unbind();
+ input_image.unbind_as_texture();
+ distance_feather_weights_.unbind_weights_as_texture();
+ distance_feather_weights_.unbind_distance_falloffs_as_texture();
+ GPU_texture_image_unbind(horizontal_pass_result);
+
+ return horizontal_pass_result;
+ }
+
+ void execute_distance_feather_vertical_pass(GPUTexture *horizontal_pass_result)
+ {
+ GPUShader *shader = shader_manager().get(get_morphological_distance_feather_shader_name());
+ GPU_shader_bind(shader);
+
+ GPU_memory_barrier(GPU_BARRIER_TEXTURE_FETCH);
+ 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 Domain domain = compute_domain();
+ Result &output_image = get_result("Mask");
+ output_image.allocate_texture(domain);
+ output_image.bind_as_image(shader, "output_img");
+
+ /* Notice that the domain is transposed, see the note on the horizontal pass method for more
+ * information on the reasoning behind this. */
+ compute_dispatch_threads_at_least(shader, int2(domain.size.y, domain.size.x));
+
+ GPU_shader_unbind();
+ output_image.unbind_as_image();
+ distance_feather_weights_.unbind_weights_as_texture();
+ distance_feather_weights_.unbind_distance_falloffs_as_texture();
+ GPU_texture_unbind(horizontal_pass_result);
+ }
+
+ const char *get_morphological_distance_feather_shader_name()
+ {
+ if (get_distance() > 0) {
+ return "compositor_morphological_distance_feather_dilate";
+ }
+ return "compositor_morphological_distance_feather_erode";
+ }
+
+ /* ---------------
+ * Common Methods.
+ * --------------- */
+
+ bool is_identity()
+ {
+ const Result &input = get_input("Mask");
+ if (input.is_single_value()) {
+ return true;
+ }
+
+ if (get_method() == CMP_NODE_DILATE_ERODE_DISTANCE_THRESHOLD && get_inset() != 0.0f) {
+ return false;
+ }
+
+ if (get_distance() == 0) {
+ return true;
+ }
+
+ return false;
+ }
+
+ int get_distance()
+ {
+ return bnode().custom2;
+ }
+
+ float get_inset()
+ {
+ return bnode().custom3;
+ }
+
+ CMPNodeDilateErodeMethod get_method()
+ {
+ return (CMPNodeDilateErodeMethod)bnode().custom1;
}
};