/* * 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; lockMutex(); 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; } unlockMutex(); 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; }