/* * 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 "COM_ConvolutionEdgeFilterOperation.h" namespace blender::compositor { void ConvolutionEdgeFilterOperation::executePixel(float output[4], int x, int y, void * /*data*/) { float in1[4], in2[4], res1[4] = {0.0}, res2[4] = {0.0}; int x1 = x - 1; int x2 = x; int x3 = x + 1; int y1 = y - 1; int y2 = y; int y3 = y + 1; CLAMP(x1, 0, getWidth() - 1); CLAMP(x2, 0, getWidth() - 1); CLAMP(x3, 0, getWidth() - 1); CLAMP(y1, 0, getHeight() - 1); CLAMP(y2, 0, getHeight() - 1); CLAMP(y3, 0, getHeight() - 1); float value[4]; this->m_inputValueOperation->read(value, x2, y2, nullptr); float mval = 1.0f - value[0]; this->m_inputOperation->read(in1, x1, y1, nullptr); madd_v3_v3fl(res1, in1, this->m_filter[0]); madd_v3_v3fl(res2, in1, this->m_filter[0]); this->m_inputOperation->read(in1, x2, y1, nullptr); madd_v3_v3fl(res1, in1, this->m_filter[1]); madd_v3_v3fl(res2, in1, this->m_filter[3]); this->m_inputOperation->read(in1, x3, y1, nullptr); madd_v3_v3fl(res1, in1, this->m_filter[2]); madd_v3_v3fl(res2, in1, this->m_filter[6]); this->m_inputOperation->read(in1, x1, y2, nullptr); madd_v3_v3fl(res1, in1, this->m_filter[3]); madd_v3_v3fl(res2, in1, this->m_filter[1]); this->m_inputOperation->read(in2, x2, y2, nullptr); madd_v3_v3fl(res1, in2, this->m_filter[4]); madd_v3_v3fl(res2, in2, this->m_filter[4]); this->m_inputOperation->read(in1, x3, y2, nullptr); madd_v3_v3fl(res1, in1, this->m_filter[5]); madd_v3_v3fl(res2, in1, this->m_filter[7]); this->m_inputOperation->read(in1, x1, y3, nullptr); madd_v3_v3fl(res1, in1, this->m_filter[6]); madd_v3_v3fl(res2, in1, this->m_filter[2]); this->m_inputOperation->read(in1, x2, y3, nullptr); madd_v3_v3fl(res1, in1, this->m_filter[7]); madd_v3_v3fl(res2, in1, this->m_filter[5]); this->m_inputOperation->read(in1, x3, y3, nullptr); madd_v3_v3fl(res1, in1, this->m_filter[8]); madd_v3_v3fl(res2, in1, this->m_filter[8]); output[0] = sqrt(res1[0] * res1[0] + res2[0] * res2[0]); output[1] = sqrt(res1[1] * res1[1] + res2[1] * res2[1]); output[2] = sqrt(res1[2] * res1[2] + res2[2] * res2[2]); output[0] = output[0] * value[0] + in2[0] * mval; output[1] = output[1] * value[0] + in2[1] * mval; output[2] = output[2] * value[0] + in2[2] * mval; output[3] = in2[3]; /* Make sure we don't return negative color. */ output[0] = MAX2(output[0], 0.0f); output[1] = MAX2(output[1], 0.0f); output[2] = MAX2(output[2], 0.0f); output[3] = MAX2(output[3], 0.0f); } void ConvolutionEdgeFilterOperation::update_memory_buffer_partial(MemoryBuffer *output, const rcti &area, Span inputs) { const MemoryBuffer *image = inputs[IMAGE_INPUT_INDEX]; const int last_x = getWidth() - 1; const int last_y = getHeight() - 1; for (BuffersIterator it = output->iterate_with(inputs, area); !it.is_end(); ++it) { const int left_offset = (it.x == 0) ? 0 : -image->elem_stride; const int right_offset = (it.x == last_x) ? 0 : image->elem_stride; const int down_offset = (it.y == 0) ? 0 : -image->row_stride; const int up_offset = (it.y == last_y) ? 0 : image->row_stride; const float *center_color = it.in(IMAGE_INPUT_INDEX); float res1[4] = {0}; float res2[4] = {0}; const float *color = center_color + down_offset + left_offset; madd_v3_v3fl(res1, color, m_filter[0]); copy_v3_v3(res2, res1); color = center_color + down_offset; madd_v3_v3fl(res1, color, m_filter[1]); madd_v3_v3fl(res2, color, m_filter[3]); color = center_color + down_offset + right_offset; madd_v3_v3fl(res1, color, m_filter[2]); madd_v3_v3fl(res2, color, m_filter[6]); color = center_color + left_offset; madd_v3_v3fl(res1, color, m_filter[3]); madd_v3_v3fl(res2, color, m_filter[1]); { float rgb_filtered[3]; mul_v3_v3fl(rgb_filtered, center_color, m_filter[4]); add_v3_v3(res1, rgb_filtered); add_v3_v3(res2, rgb_filtered); } color = center_color + right_offset; madd_v3_v3fl(res1, color, m_filter[5]); madd_v3_v3fl(res2, color, m_filter[7]); color = center_color + up_offset + left_offset; madd_v3_v3fl(res1, color, m_filter[6]); madd_v3_v3fl(res2, color, m_filter[2]); color = center_color + up_offset; madd_v3_v3fl(res1, color, m_filter[7]); madd_v3_v3fl(res2, color, m_filter[5]); { color = center_color + up_offset + right_offset; float rgb_filtered[3]; mul_v3_v3fl(rgb_filtered, color, m_filter[8]); add_v3_v3(res1, rgb_filtered); add_v3_v3(res2, rgb_filtered); } it.out[0] = sqrt(res1[0] * res1[0] + res2[0] * res2[0]); it.out[1] = sqrt(res1[1] * res1[1] + res2[1] * res2[1]); it.out[2] = sqrt(res1[2] * res1[2] + res2[2] * res2[2]); const float factor = *it.in(FACTOR_INPUT_INDEX); const float m_factor = 1.0f - factor; it.out[0] = it.out[0] * factor + center_color[0] * m_factor; it.out[1] = it.out[1] * factor + center_color[1] * m_factor; it.out[2] = it.out[2] * factor + center_color[2] * m_factor; it.out[3] = center_color[3]; /* Make sure we don't return negative color. */ CLAMP4_MIN(it.out, 0.0f); } } } // namespace blender::compositor