Merge branch 'master' into blender2.8

This commit is contained in:
2018-04-13 12:19:31 +02:00
9 changed files with 731 additions and 595 deletions

View File

@@ -28,8 +28,10 @@ class FILEBROWSER_HT_header(Header):
layout = self.layout
st = context.space_data
params = st.params
layout.template_header()
if st.active_operator is None:
layout.template_header()
row = layout.row()
row.separator()
@@ -46,7 +48,6 @@ class FILEBROWSER_HT_header(Header):
layout.separator()
layout.operator_context = 'INVOKE_DEFAULT'
params = st.params
# can be None when save/reload with a file selector open
if params:

View File

@@ -30,8 +30,6 @@
#include "BKE_image.h"
extern "C" {
# include "RE_pipeline.h"
# include "RE_shader_ext.h"
# include "RE_render_ext.h"
# include "MEM_guardedalloc.h"
}
@@ -46,7 +44,7 @@ protected:
* Reference to the scene object.
*/
Scene *m_scene;
/**
* layerId of the layer where this operation needs to get its data from
*/
@@ -61,24 +59,24 @@ protected:
* cached instance to the float buffer inside the layer
*/
float *m_inputBuffer;
/**
* renderpass where this operation needs to get its data from
*/
std::string m_passName;
int m_elementsize;
/**
* @brief render data used for active rendering
*/
const RenderData *m_rd;
/**
* Determine the output resolution. The resolution is retrieved from the Renderer
*/
void determineResolution(unsigned int resolution[2], unsigned int preferredResolution[2]);
/**
* retrieve the reference to the float buffer of the renderer.
*/

View File

@@ -20,16 +20,30 @@
* Monique Dewanchand
*/
#include "COM_VectorBlurOperation.h"
#include "BLI_math.h"
#include <string.h>
#include "MEM_guardedalloc.h"
// use the implementation of blender internal renderer to calculate the vector blur.
#include "BLI_math.h"
extern "C" {
# include "RE_pipeline.h"
#include "BLI_jitter_2d.h"
}
#include "COM_VectorBlurOperation.h"
/* Defined */
#define PASS_VECTOR_MAX 10000.0f
/* Forward declarations */
struct ZSpan;
struct DrawBufPixel;
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);
@@ -51,7 +65,7 @@ void VectorBlurOperation::initExecution()
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)
@@ -77,7 +91,7 @@ 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);
@@ -114,6 +128,690 @@ void VectorBlurOperation::generateVectorBlur(float *data, MemoryBuffer *inputIma
blurdata.minspeed = this->m_settings->minspeed;
blurdata.curved = this->m_settings->curved;
blurdata.fac = this->m_settings->fac;
RE_zbuf_accumulate_vecblur(&blurdata, this->getWidth(), this->getHeight(), data, inputImage->getBuffer(), inputSpeed->getBuffer(), inputZ->getBuffer());
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_mapallocN(sizeof(float)*xsize*ysize, "zbuf accum");
zspan.rectz= (int *)rectz;
rectmove= (char*)MEM_mapallocN(xsize*ysize, "rectmove");
rectdraw= (DrawBufPixel*)MEM_mapallocN(sizeof(DrawBufPixel)*xsize*ysize, "rect draw");
zspan.rectdraw= rectdraw;
rectweight= (float*)MEM_mapallocN(sizeof(float)*xsize*ysize, "rect weight");
rectmax= (float*)MEM_mapallocN(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_mapallocN(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_mapallocN(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 ( (ABS(dvec2[-4]) + ABS(dvec2[-3]))< (ABS(dvz[0]) + ABS(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 ( (ABS(dvec1[0]) + ABS(dvec1[1]))< (ABS(dvz[0]) + ABS(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 ( (ABS(dvec2[0]) + ABS(dvec2[1]))< (ABS(dvz[0]) + ABS(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 {
v1[0]= speedfac*dz1[0]+jfx; v1[1]= speedfac*dz1[1]+jfy; v1[2]= *dz;
v2[0]= speedfac*dz1[4]+jfx+1.0f; v2[1]= speedfac*dz1[5]+jfy; v2[2]= *dz;
v3[0]= speedfac*dz2[4]+jfx+1.0f; v3[1]= speedfac*dz2[5]+jfy+1.0f; v3[2]= *dz;
v4[0]= speedfac*dz2[0]+jfx; v4[1]= speedfac*dz2[1]+jfy+1.0f; v4[2]= *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 overlayed
* 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);
}

View File

@@ -699,12 +699,14 @@ static void graph_refresh(const bContext *C, ScrArea *sa)
static void graph_id_remap(ScrArea *UNUSED(sa), SpaceLink *slink, ID *old_id, ID *new_id)
{
SpaceIpo *sgraph = (SpaceIpo *)slink;
if (sgraph->ads && (ID *)sgraph->ads->filter_grp == old_id) {
sgraph->ads->filter_grp = (Group *)new_id;
}
if (sgraph->ads && (ID *)sgraph->ads->source == old_id) {
sgraph->ads->source = new_id;
if (sgraph->ads) {
if ((ID *)sgraph->ads->filter_grp == old_id) {
sgraph->ads->filter_grp = (Group *)new_id;
}
if ((ID *)sgraph->ads->source == old_id) {
sgraph->ads->source = new_id;
}
}
}

View File

@@ -517,12 +517,14 @@ static void nla_listener(bScreen *UNUSED(sc), ScrArea *sa, wmNotifier *wmn, Scen
static void nla_id_remap(ScrArea *UNUSED(sa), SpaceLink *slink, ID *old_id, ID *new_id)
{
SpaceNla *snla = (SpaceNla *)slink;
if ((ID *)snla->ads->filter_grp == old_id) {
snla->ads->filter_grp = (Group *)new_id;
}
if ((ID *)snla->ads->source == old_id) {
snla->ads->source = new_id;
if (snla->ads) {
if ((ID *)snla->ads->filter_grp == old_id) {
snla->ads->filter_grp = (Group *)new_id;
}
if ((ID *)snla->ads->source == old_id) {
snla->ads->source = new_id;
}
}
}

View File

@@ -344,10 +344,6 @@ void RE_current_scene_update_cb(struct Render *re, void *handle, void (*f)(void
/* should move to kernel once... still unsure on how/where */
float RE_filter_value(int type, float x);
/* vector blur zbuffer method */
void RE_zbuf_accumulate_vecblur(
struct NodeBlurData *nbd, int xsize, int ysize, float *newrect,
const float *imgrect, float *vecbufrect, const float *zbufrect);
int RE_seq_render_active(struct Scene *scene, struct RenderData *rd);

View File

@@ -65,9 +65,6 @@ void RE_sample_material_color(
/* imagetexture.c */
void ibuf_sample(struct ImBuf *ibuf, float fx, float fy, float dx, float dy, float result[4]);
/* zbuf.c */
void antialias_tagbuf(int xsize, int ysize, char *rectmove);
/* pointdensity.c */
struct PointDensity;
@@ -89,4 +86,3 @@ void RE_point_density_sample(
void RE_point_density_free(struct PointDensity *pd);
#endif /* __RE_RENDER_EXT_H__ */

View File

@@ -2642,559 +2642,6 @@ void zbuffer_sss(RenderPart *pa, unsigned int lay, void *handle, void (*func)(vo
zbuf_free_span(&zspan);
}
/* ******************** 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->rectp) + 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 RE_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= MEM_mapallocN(sizeof(float)*xsize*ysize, "zbuf accum");
zspan.rectz= (int *)rectz;
rectmove= MEM_mapallocN(xsize*ysize, "rectmove");
rectdraw= MEM_mapallocN(sizeof(DrawBufPixel)*xsize*ysize, "rect draw");
zspan.rectp= (int *)rectdraw;
rectweight= MEM_mapallocN(sizeof(float)*xsize*ysize, "rect weight");
rectmax= MEM_mapallocN(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= MEM_mapallocN(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= MEM_mapallocN(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 ( (ABS(dvec2[-4]) + ABS(dvec2[-3]))< (ABS(dvz[0]) + ABS(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 ( (ABS(dvec1[0]) + ABS(dvec1[1]))< (ABS(dvz[0]) + ABS(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 ( (ABS(dvec2[0]) + ABS(dvec2[1]))< (ABS(dvz[0]) + ABS(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 {
v1[0]= speedfac*dz1[0]+jfx; v1[1]= speedfac*dz1[1]+jfy; v1[2]= *dz;
v2[0]= speedfac*dz1[4]+jfx+1.0f; v2[1]= speedfac*dz1[5]+jfy; v2[2]= *dz;
v3[0]= speedfac*dz2[4]+jfx+1.0f; v3[1]= speedfac*dz2[5]+jfy+1.0f; v3[2]= *dz;
v4[0]= speedfac*dz2[0]+jfx; v4[1]= speedfac*dz2[1]+jfy+1.0f; v4[2]= *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 overlayed
* 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);
}
/* ******************** ABUF ************************* */
/**

View File

@@ -266,10 +266,6 @@ struct RenderPass *RE_pass_find_by_name(volatile struct RenderLayer *rl, const c
struct RenderPass *RE_pass_find_by_type(volatile struct RenderLayer *rl, int passtype, const char *viewname) RET_NULL
bool RE_HasCombinedLayer(RenderResult *res) RET_ZERO
/* zbuf.c stub */
void antialias_tagbuf(int xsize, int ysize, char *rectmove) RET_NONE
void RE_zbuf_accumulate_vecblur(struct NodeBlurData *nbd, int xsize, int ysize, float *newrect, const float *imgrect, float *vecbufrect, const float *zbufrect) RET_NONE
/* imagetexture.c stub */
void ibuf_sample(struct ImBuf *ibuf, float fx, float fy, float dx, float dy, float *result) RET_NONE