/* * 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 #include "MEM_guardedalloc.h" #include "BLI_jitter_2d.h" #include "BLI_math.h" #include "COM_VectorBlurOperation.h" /* Defined */ #define PASS_VECTOR_MAX 10000.0f /* Forward declarations */ struct DrawBufPixel; struct ZSpan; void zbuf_accumulate_vecblur(NodeBlurData *nbd, int xsize, int ysize, float *newrect, const float *imgrect, float *vecbufrect, const float *zbufrect); void zbuf_alloc_span(ZSpan *zspan, int rectx, int recty, float clipcrop); void zbuf_free_span(ZSpan *zspan); void antialias_tagbuf(int xsize, int ysize, char *rectmove); /* VectorBlurOperation */ 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->m_settings = NULL; this->m_cachedInstance = NULL; this->m_inputImageProgram = NULL; this->m_inputSpeedProgram = NULL; this->m_inputZProgram = NULL; setComplex(true); } void VectorBlurOperation::initExecution() { initMutex(); this->m_inputImageProgram = getInputSocketReader(0); this->m_inputZProgram = getInputSocketReader(1); this->m_inputSpeedProgram = getInputSocketReader(2); this->m_cachedInstance = NULL; QualityStepHelper::initExecution(COM_QH_INCREASE); } void VectorBlurOperation::executePixel(float output[4], int x, int y, void *data) { float *buffer = (float *)data; int index = (y * this->getWidth() + x) * COM_NUM_CHANNELS_COLOR; copy_v4_v4(output, &buffer[index]); } void VectorBlurOperation::deinitExecution() { deinitMutex(); this->m_inputImageProgram = NULL; this->m_inputSpeedProgram = NULL; this->m_inputZProgram = NULL; if (this->m_cachedInstance) { MEM_freeN(this->m_cachedInstance); this->m_cachedInstance = NULL; } } void *VectorBlurOperation::initializeTileData(rcti *rect) { if (this->m_cachedInstance) { return this->m_cachedInstance; } lockMutex(); if (this->m_cachedInstance == NULL) { MemoryBuffer *tile = (MemoryBuffer *)this->m_inputImageProgram->initializeTileData(rect); MemoryBuffer *speed = (MemoryBuffer *)this->m_inputSpeedProgram->initializeTileData(rect); MemoryBuffer *z = (MemoryBuffer *)this->m_inputZProgram->initializeTileData(rect); float *data = (float *)MEM_dupallocN(tile->getBuffer()); this->generateVectorBlur(data, tile, speed, z); this->m_cachedInstance = data; } unlockMutex(); return this->m_cachedInstance; } bool VectorBlurOperation::determineDependingAreaOfInterest(rcti * /*input*/, ReadBufferOperation *readOperation, rcti *output) { if (this->m_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) { NodeBlurData blurdata; blurdata.samples = this->m_settings->samples / QualityStepHelper::getStep(); blurdata.maxspeed = this->m_settings->maxspeed; blurdata.minspeed = this->m_settings->minspeed; blurdata.curved = this->m_settings->curved; blurdata.fac = this->m_settings->fac; zbuf_accumulate_vecblur(&blurdata, this->getWidth(), this->getHeight(), data, inputImage->getBuffer(), inputSpeed->getBuffer(), inputZ->getBuffer()); return; } /* ****************** Spans ******************************* */ /* span fill in method, is also used to localize data for zbuffering */ typedef struct ZSpan { /* range for clipping */ int rectx, recty; /* actual filled in range */ int miny1, maxy1, miny2, maxy2; /* vertex pointers detect min/max range in */ const float *minp1, *maxp1, *minp2, *maxp2; float *span1, *span2; /* transform from hoco to zbuf co */ float zmulx, zmuly, zofsx, zofsy; int *rectz; DrawBufPixel *rectdraw; float clipcrop; } ZSpan; /* each zbuffer has coordinates transformed to local rect coordinates, so we can simply clip */ void zbuf_alloc_span(ZSpan *zspan, int rectx, int recty, float clipcrop) { memset(zspan, 0, sizeof(ZSpan)); zspan->rectx = rectx; zspan->recty = recty; zspan->span1 = (float *)MEM_mallocN(recty * sizeof(float), "zspan"); zspan->span2 = (float *)MEM_mallocN(recty * sizeof(float), "zspan"); zspan->clipcrop = clipcrop; } void zbuf_free_span(ZSpan *zspan) { if (zspan) { if (zspan->span1) { MEM_freeN(zspan->span1); } if (zspan->span2) { MEM_freeN(zspan->span2); } zspan->span1 = zspan->span2 = NULL; } } /* reset range for clipping */ static void zbuf_init_span(ZSpan *zspan) { zspan->miny1 = zspan->miny2 = zspan->recty + 1; zspan->maxy1 = zspan->maxy2 = -1; zspan->minp1 = zspan->maxp1 = zspan->minp2 = zspan->maxp2 = NULL; } static void zbuf_add_to_span(ZSpan *zspan, const float v1[2], const float v2[2]) { const float *minv, *maxv; float *span; float xx1, dx0, xs0; int y, my0, my2; if (v1[1] < v2[1]) { minv = v1; maxv = v2; } else { minv = v2; maxv = v1; } my0 = ceil(minv[1]); my2 = floor(maxv[1]); if (my2 < 0 || my0 >= zspan->recty) { return; } /* clip top */ if (my2 >= zspan->recty) { my2 = zspan->recty - 1; } /* clip bottom */ if (my0 < 0) { my0 = 0; } if (my0 > my2) { return; } /* if (my0>my2) should still fill in, that way we get spans that skip nicely */ xx1 = maxv[1] - minv[1]; if (xx1 > FLT_EPSILON) { dx0 = (minv[0] - maxv[0]) / xx1; xs0 = dx0 * (minv[1] - my2) + minv[0]; } else { dx0 = 0.0f; xs0 = min_ff(minv[0], maxv[0]); } /* empty span */ if (zspan->maxp1 == NULL) { span = zspan->span1; } else { /* does it complete left span? */ if (maxv == zspan->minp1 || minv == zspan->maxp1) { span = zspan->span1; } else { span = zspan->span2; } } if (span == zspan->span1) { // printf("left span my0 %d my2 %d\n", my0, my2); if (zspan->minp1 == NULL || zspan->minp1[1] > minv[1]) { zspan->minp1 = minv; } if (zspan->maxp1 == NULL || zspan->maxp1[1] < maxv[1]) { zspan->maxp1 = maxv; } if (my0 < zspan->miny1) { zspan->miny1 = my0; } if (my2 > zspan->maxy1) { zspan->maxy1 = my2; } } else { // printf("right span my0 %d my2 %d\n", my0, my2); if (zspan->minp2 == NULL || zspan->minp2[1] > minv[1]) { zspan->minp2 = minv; } if (zspan->maxp2 == NULL || zspan->maxp2[1] < maxv[1]) { zspan->maxp2 = maxv; } if (my0 < zspan->miny2) { zspan->miny2 = my0; } if (my2 > zspan->maxy2) { zspan->maxy2 = my2; } } for (y = my2; y >= my0; y--, xs0 += dx0) { /* xs0 is the xcoord! */ span[y] = xs0; } } /* ******************** VECBLUR ACCUM BUF ************************* */ typedef struct DrawBufPixel { const float *colpoin; float alpha; } DrawBufPixel; static void zbuf_fill_in_rgba( ZSpan *zspan, DrawBufPixel *col, float *v1, float *v2, float *v3, float *v4) { DrawBufPixel *rectpofs, *rp; double zxd, zyd, zy0, zverg; float x0, y0, z0; float x1, y1, z1, x2, y2, z2, xx1; const float *span1, *span2; float *rectzofs, *rz; int x, y; int sn1, sn2, rectx, my0, my2; /* init */ zbuf_init_span(zspan); /* set spans */ zbuf_add_to_span(zspan, v1, v2); zbuf_add_to_span(zspan, v2, v3); zbuf_add_to_span(zspan, v3, v4); zbuf_add_to_span(zspan, v4, v1); /* clipped */ if (zspan->minp2 == NULL || zspan->maxp2 == NULL) { return; } my0 = max_ii(zspan->miny1, zspan->miny2); my2 = min_ii(zspan->maxy1, zspan->maxy2); // printf("my %d %d\n", my0, my2); if (my2 < my0) { return; } /* ZBUF DX DY, in floats still */ x1 = v1[0] - v2[0]; x2 = v2[0] - v3[0]; y1 = v1[1] - v2[1]; y2 = v2[1] - v3[1]; z1 = v1[2] - v2[2]; z2 = v2[2] - v3[2]; x0 = y1 * z2 - z1 * y2; y0 = z1 * x2 - x1 * z2; z0 = x1 * y2 - y1 * x2; if (z0 == 0.0f) { return; } xx1 = (x0 * v1[0] + y0 * v1[1]) / z0 + v1[2]; zxd = -(double)x0 / (double)z0; zyd = -(double)y0 / (double)z0; zy0 = ((double)my2) * zyd + (double)xx1; /* start-offset in rect */ rectx = zspan->rectx; rectzofs = (float *)(zspan->rectz + rectx * my2); rectpofs = ((DrawBufPixel *)zspan->rectdraw) + rectx * my2; /* correct span */ sn1 = (my0 + my2) / 2; if (zspan->span1[sn1] < zspan->span2[sn1]) { span1 = zspan->span1 + my2; span2 = zspan->span2 + my2; } else { span1 = zspan->span2 + my2; span2 = zspan->span1 + my2; } for (y = my2; y >= my0; y--, span1--, span2--) { sn1 = floor(*span1); sn2 = floor(*span2); sn1++; if (sn2 >= rectx) { sn2 = rectx - 1; } if (sn1 < 0) { sn1 = 0; } if (sn2 >= sn1) { zverg = (double)sn1 * zxd + zy0; rz = rectzofs + sn1; rp = rectpofs + sn1; x = sn2 - sn1; while (x >= 0) { if (zverg < (double)*rz) { *rz = zverg; *rp = *col; } zverg += zxd; rz++; rp++; x--; } } zy0 -= zyd; rectzofs -= rectx; rectpofs -= rectx; } } /* char value==255 is filled in, rest should be zero */ /* returns alpha values, * but sets alpha to 1 for zero alpha pixels that have an alpha value as neighbor. */ void antialias_tagbuf(int xsize, int ysize, char *rectmove) { char *row1, *row2, *row3; char prev, next; int a, x, y, step; /* 1: tag pixels to be candidate for AA */ for (y = 2; y < ysize; y++) { /* setup rows */ row1 = rectmove + (y - 2) * xsize; row2 = row1 + xsize; row3 = row2 + xsize; for (x = 2; x < xsize; x++, row1++, row2++, row3++) { if (row2[1]) { if (row2[0] == 0 || row2[2] == 0 || row1[1] == 0 || row3[1] == 0) { row2[1] = 128; } } } } /* 2: evaluate horizontal scanlines and calculate alphas */ row1 = rectmove; for (y = 0; y < ysize; y++) { row1++; for (x = 1; x < xsize; x++, row1++) { if (row1[0] == 128 && row1[1] == 128) { /* find previous color and next color and amount of steps to blend */ prev = row1[-1]; step = 1; while (x + step < xsize && row1[step] == 128) { step++; } if (x + step != xsize) { /* now we can blend values */ next = row1[step]; /* note, prev value can be next value, but we do this loop to clear 128 then */ for (a = 0; a < step; a++) { int fac, mfac; fac = ((a + 1) << 8) / (step + 1); mfac = 255 - fac; row1[a] = (prev * mfac + next * fac) >> 8; } } } } } /* 3: evaluate vertical scanlines and calculate alphas */ /* use for reading a copy of the original tagged buffer */ for (x = 0; x < xsize; x++) { row1 = rectmove + x + xsize; for (y = 1; y < ysize; y++, row1 += xsize) { if (row1[0] == 128 && row1[xsize] == 128) { /* find previous color and next color and amount of steps to blend */ prev = row1[-xsize]; step = 1; while (y + step < ysize && row1[step * xsize] == 128) { step++; } if (y + step != ysize) { /* now we can blend values */ next = row1[step * xsize]; /* note, prev value can be next value, but we do this loop to clear 128 then */ for (a = 0; a < step; a++) { int fac, mfac; fac = ((a + 1) << 8) / (step + 1); mfac = 255 - fac; row1[a * xsize] = (prev * mfac + next * fac) >> 8; } } } } } /* last: pixels with 0 we fill in zbuffer, with 1 we skip for mask */ for (y = 2; y < ysize; y++) { /* setup rows */ row1 = rectmove + (y - 2) * xsize; row2 = row1 + xsize; row3 = row2 + xsize; for (x = 2; x < xsize; x++, row1++, row2++, row3++) { if (row2[1] == 0) { if (row2[0] > 1 || row2[2] > 1 || row1[1] > 1 || row3[1] > 1) { row2[1] = 1; } } } } } /* in: two vectors, first vector points from origin back in time, 2nd vector points to future */ /* we make this into 3 points, center point is (0, 0) */ /* and offset the center point just enough to make curve go through midpoint */ static void quad_bezier_2d(float *result, float *v1, float *v2, float *ipodata) { float p1[2], p2[2], p3[2]; p3[0] = -v2[0]; p3[1] = -v2[1]; p1[0] = v1[0]; p1[1] = v1[1]; /* official formula 2*p2 - 0.5*p1 - 0.5*p3 */ p2[0] = -0.5f * p1[0] - 0.5f * p3[0]; p2[1] = -0.5f * p1[1] - 0.5f * p3[1]; result[0] = ipodata[0] * p1[0] + ipodata[1] * p2[0] + ipodata[2] * p3[0]; result[1] = ipodata[0] * p1[1] + ipodata[1] * p2[1] + ipodata[2] * p3[1]; } static void set_quad_bezier_ipo(float fac, float *data) { float mfac = (1.0f - fac); data[0] = mfac * mfac; data[1] = 2.0f * mfac * fac; data[2] = fac * fac; } void zbuf_accumulate_vecblur(NodeBlurData *nbd, int xsize, int ysize, float *newrect, const float *imgrect, float *vecbufrect, const float *zbufrect) { ZSpan zspan; DrawBufPixel *rectdraw, *dr; static float jit[256][2]; float v1[3], v2[3], v3[3], v4[3], fx, fy; const float *dimg, *dz, *ro; float *rectvz, *dvz, *dvec1, *dvec2, *dz1, *dz2, *rectz; float *minvecbufrect = NULL, *rectweight, *rw, *rectmax, *rm; float maxspeedsq = (float)nbd->maxspeed * nbd->maxspeed; int y, x, step, maxspeed = nbd->maxspeed, samples = nbd->samples; int tsktsk = 0; static int firsttime = 1; char *rectmove, *dm; zbuf_alloc_span(&zspan, xsize, ysize, 1.0f); zspan.zmulx = ((float)xsize) / 2.0f; zspan.zmuly = ((float)ysize) / 2.0f; zspan.zofsx = 0.0f; zspan.zofsy = 0.0f; /* the buffers */ rectz = (float *)MEM_callocN(sizeof(float) * xsize * ysize, "zbuf accum"); zspan.rectz = (int *)rectz; rectmove = (char *)MEM_callocN(xsize * ysize, "rectmove"); rectdraw = (DrawBufPixel *)MEM_callocN(sizeof(DrawBufPixel) * xsize * ysize, "rect draw"); zspan.rectdraw = rectdraw; rectweight = (float *)MEM_callocN(sizeof(float) * xsize * ysize, "rect weight"); rectmax = (float *)MEM_callocN(sizeof(float) * xsize * ysize, "rect max"); /* debug... check if PASS_VECTOR_MAX still is in buffers */ dvec1 = vecbufrect; for (x = 4 * xsize * ysize; x > 0; x--, dvec1++) { if (dvec1[0] == PASS_VECTOR_MAX) { dvec1[0] = 0.0f; tsktsk = 1; } } if (tsktsk) { printf("Found uninitialized speed in vector buffer... fixed.\n"); } /* min speed? then copy speedbuffer to recalculate speed vectors */ if (nbd->minspeed) { float minspeed = (float)nbd->minspeed; float minspeedsq = minspeed * minspeed; minvecbufrect = (float *)MEM_callocN(4 * sizeof(float) * xsize * ysize, "minspeed buf"); dvec1 = vecbufrect; dvec2 = minvecbufrect; for (x = 2 * xsize * ysize; x > 0; x--, dvec1 += 2, dvec2 += 2) { if (dvec1[0] == 0.0f && dvec1[1] == 0.0f) { dvec2[0] = dvec1[0]; dvec2[1] = dvec1[1]; } else { float speedsq = dvec1[0] * dvec1[0] + dvec1[1] * dvec1[1]; if (speedsq <= minspeedsq) { dvec2[0] = 0.0f; dvec2[1] = 0.0f; } else { speedsq = 1.0f - minspeed / sqrtf(speedsq); dvec2[0] = speedsq * dvec1[0]; dvec2[1] = speedsq * dvec1[1]; } } } SWAP(float *, minvecbufrect, vecbufrect); } /* make vertex buffer with averaged speed and zvalues */ rectvz = (float *)MEM_callocN(4 * sizeof(float) * (xsize + 1) * (ysize + 1), "vertices"); dvz = rectvz; for (y = 0; y <= ysize; y++) { if (y == 0) { dvec1 = vecbufrect + 4 * y * xsize; } else { dvec1 = vecbufrect + 4 * (y - 1) * xsize; } if (y == ysize) { dvec2 = vecbufrect + 4 * (y - 1) * xsize; } else { dvec2 = vecbufrect + 4 * y * xsize; } for (x = 0; x <= xsize; x++) { /* two vectors, so a step loop */ for (step = 0; step < 2; step++, dvec1 += 2, dvec2 += 2, dvz += 2) { /* average on minimal speed */ int div = 0; if (x != 0) { if (dvec1[-4] != 0.0f || dvec1[-3] != 0.0f) { dvz[0] = dvec1[-4]; dvz[1] = dvec1[-3]; div++; } if (dvec2[-4] != 0.0f || dvec2[-3] != 0.0f) { if (div == 0) { dvz[0] = dvec2[-4]; dvz[1] = dvec2[-3]; div++; } else if ((fabsf(dvec2[-4]) + fabsf(dvec2[-3])) < (fabsf(dvz[0]) + fabsf(dvz[1]))) { dvz[0] = dvec2[-4]; dvz[1] = dvec2[-3]; } } } if (x != xsize) { if (dvec1[0] != 0.0f || dvec1[1] != 0.0f) { if (div == 0) { dvz[0] = dvec1[0]; dvz[1] = dvec1[1]; div++; } else if ((fabsf(dvec1[0]) + fabsf(dvec1[1])) < (fabsf(dvz[0]) + fabsf(dvz[1]))) { dvz[0] = dvec1[0]; dvz[1] = dvec1[1]; } } if (dvec2[0] != 0.0f || dvec2[1] != 0.0f) { if (div == 0) { dvz[0] = dvec2[0]; dvz[1] = dvec2[1]; } else if ((fabsf(dvec2[0]) + fabsf(dvec2[1])) < (fabsf(dvz[0]) + fabsf(dvz[1]))) { dvz[0] = dvec2[0]; dvz[1] = dvec2[1]; } } } if (maxspeed) { float speedsq = dvz[0] * dvz[0] + dvz[1] * dvz[1]; if (speedsq > maxspeedsq) { speedsq = (float)maxspeed / sqrtf(speedsq); dvz[0] *= speedsq; dvz[1] *= speedsq; } } } } } /* set border speeds to keep border speeds on border */ dz1 = rectvz; dz2 = rectvz + 4 * (ysize) * (xsize + 1); for (x = 0; x <= xsize; x++, dz1 += 4, dz2 += 4) { dz1[1] = 0.0f; dz2[1] = 0.0f; dz1[3] = 0.0f; dz2[3] = 0.0f; } dz1 = rectvz; dz2 = rectvz + 4 * (xsize); for (y = 0; y <= ysize; y++, dz1 += 4 * (xsize + 1), dz2 += 4 * (xsize + 1)) { dz1[0] = 0.0f; dz2[0] = 0.0f; dz1[2] = 0.0f; dz2[2] = 0.0f; } /* tag moving pixels, only these faces we draw */ dm = rectmove; dvec1 = vecbufrect; for (x = xsize * ysize; x > 0; x--, dm++, dvec1 += 4) { if ((dvec1[0] != 0.0f || dvec1[1] != 0.0f || dvec1[2] != 0.0f || dvec1[3] != 0.0f)) { *dm = 255; } } antialias_tagbuf(xsize, ysize, rectmove); /* has to become static, the init-jit calls a random-seed, screwing up texture noise node */ if (firsttime) { firsttime = 0; BLI_jitter_init(jit, 256); } memset(newrect, 0, sizeof(float) * xsize * ysize * 4); /* accumulate */ samples /= 2; for (step = 1; step <= samples; step++) { float speedfac = 0.5f * nbd->fac * (float)step / (float)(samples + 1); int side; for (side = 0; side < 2; side++) { float blendfac, ipodata[4]; /* clear zbuf, if we draw future we fill in not moving pixels */ if (0) { for (x = xsize * ysize - 1; x >= 0; x--) { rectz[x] = 10e16; } } else { for (x = xsize * ysize - 1; x >= 0; x--) { if (rectmove[x] == 0) { rectz[x] = zbufrect[x]; } else { rectz[x] = 10e16; } } } /* clear drawing buffer */ for (x = xsize * ysize - 1; x >= 0; x--) { rectdraw[x].colpoin = NULL; } dimg = imgrect; dm = rectmove; dz = zbufrect; dz1 = rectvz; dz2 = rectvz + 4 * (xsize + 1); if (side) { if (nbd->curved == 0) { dz1 += 2; dz2 += 2; } speedfac = -speedfac; } set_quad_bezier_ipo(0.5f + 0.5f * speedfac, ipodata); for (fy = -0.5f + jit[step & 255][0], y = 0; y < ysize; y++, fy += 1.0f) { for (fx = -0.5f + jit[step & 255][1], x = 0; x < xsize; x++, fx += 1.0f, dimg += 4, dz1 += 4, dz2 += 4, dm++, dz++) { if (*dm > 1) { float jfx = fx + 0.5f; float jfy = fy + 0.5f; DrawBufPixel col; /* make vertices */ if (nbd->curved) { /* curved */ quad_bezier_2d(v1, dz1, dz1 + 2, ipodata); v1[0] += jfx; v1[1] += jfy; v1[2] = *dz; quad_bezier_2d(v2, dz1 + 4, dz1 + 4 + 2, ipodata); v2[0] += jfx + 1.0f; v2[1] += jfy; v2[2] = *dz; quad_bezier_2d(v3, dz2 + 4, dz2 + 4 + 2, ipodata); v3[0] += jfx + 1.0f; v3[1] += jfy + 1.0f; v3[2] = *dz; quad_bezier_2d(v4, dz2, dz2 + 2, ipodata); v4[0] += jfx; v4[1] += jfy + 1.0f; v4[2] = *dz; } else { ARRAY_SET_ITEMS(v1, speedfac * dz1[0] + jfx, speedfac * dz1[1] + jfy, *dz); ARRAY_SET_ITEMS(v2, speedfac * dz1[4] + jfx + 1.0f, speedfac * dz1[5] + jfy, *dz); ARRAY_SET_ITEMS( v3, speedfac * dz2[4] + jfx + 1.0f, speedfac * dz2[5] + jfy + 1.0f, *dz); ARRAY_SET_ITEMS(v4, speedfac * dz2[0] + jfx, speedfac * dz2[1] + jfy + 1.0f, *dz); } if (*dm == 255) { col.alpha = 1.0f; } else if (*dm < 2) { col.alpha = 0.0f; } else { col.alpha = ((float)*dm) / 255.0f; } col.colpoin = dimg; zbuf_fill_in_rgba(&zspan, &col, v1, v2, v3, v4); } } dz1 += 4; dz2 += 4; } /* blend with a falloff. this fixes the ugly effect you get with * a fast moving object. then it looks like a solid object overlaid * over a very transparent moving version of itself. in reality, the * whole object should become transparent if it is moving fast, be * we don't know what is behind it so we don't do that. this hack * overestimates the contribution of foreground pixels but looks a * bit better without a sudden cutoff. */ blendfac = ((samples - step) / (float)samples); /* smoothstep to make it look a bit nicer as well */ blendfac = 3.0f * pow(blendfac, 2.0f) - 2.0f * pow(blendfac, 3.0f); /* accum */ rw = rectweight; rm = rectmax; for (dr = rectdraw, dz2 = newrect, x = xsize * ysize - 1; x >= 0; x--, dr++, dz2 += 4, rw++, rm++) { if (dr->colpoin) { float bfac = dr->alpha * blendfac; dz2[0] += bfac * dr->colpoin[0]; dz2[1] += bfac * dr->colpoin[1]; dz2[2] += bfac * dr->colpoin[2]; dz2[3] += bfac * dr->colpoin[3]; *rw += bfac; *rm = MAX2(*rm, bfac); } } } } /* blend between original images and accumulated image */ rw = rectweight; rm = rectmax; ro = imgrect; dm = rectmove; for (dz2 = newrect, x = xsize * ysize - 1; x >= 0; x--, dz2 += 4, ro += 4, rw++, rm++, dm++) { float mfac = *rm; float fac = (*rw == 0.0f) ? 0.0f : mfac / (*rw); float nfac = 1.0f - mfac; dz2[0] = fac * dz2[0] + nfac * ro[0]; dz2[1] = fac * dz2[1] + nfac * ro[1]; dz2[2] = fac * dz2[2] + nfac * ro[2]; dz2[3] = fac * dz2[3] + nfac * ro[3]; } MEM_freeN(rectz); MEM_freeN(rectmove); MEM_freeN(rectdraw); MEM_freeN(rectvz); MEM_freeN(rectweight); MEM_freeN(rectmax); if (minvecbufrect) { MEM_freeN(vecbufrect); /* rects were swapped! */ } zbuf_free_span(&zspan); }