This patch allows the realtime compositor to be limited to a specific
compositing region that is a subset of the full render region. In the
context of the viewport compositor, when the viewport is in camera view
and has a completely opaque passepartout, the compositing region will be
limited to the visible camera region.
On the user-level, this gives the user the ability to make the result of
the compositor invariant of the aspect ratio, shift, and zoom of the
viewport, making the result in the viewport identical to the final
render compositor assuming size relative operations.
It should be noted that compositing region is the *visible* camera
region, that is, the result of the intersection of the camera region and
the render region. So the user should be careful not to shift or zoom
the view such that the camera border extends outside of the viewport to
have the aforementioned benefits. While we could implement logic to fill
the areas outside of the render region with zeros in some cases, there
are many other ambiguous cases where such a solution wouldn't work,
including the problematic case where the user zooms in very close,
making the camera region much bigger than that of the render region.
Differential Revision: https://developer.blender.org/D16899
Reviewed By: Clement Foucault
This patch implements the Streaks Glare node. Which is an approximation
to the existing implementation in the CPU compositor. The difference due
to the approximation is bearily visible in artificial test cases, but is
less visible in actual use cases. Since the difference is rather similar
to that we discussed in the Simple Star mode, the decision to allow that
difference would probably hold here.
For the future, we can look into approximating this further using a
closed form IIR recursive filter with parallel interconnection and
block-based parallelism. That's because the streak filter is already
very similar to the causal pass of a fourth order recursive filter,
just with exponential steps.
Differential Revision: https://developer.blender.org/D16789
Reviewed By: Clement Foucault
This patch implements the variable size mode of the blur node. This is
not identical to the CPU implementation, but is visually very close.
That's because of two things. First, the Extend Bounds option introduces
a 2px offset that doesn't make sense, which is likely a bug in the CPU
implementation. Second, the CPU implementation approximate the result
using three passes, the first two of which are separable morphological
operators applied on the size input. But this approximation does not
provide an advantage because the last pass is non-separable anyways. So
the GPU implementation does not attempt this approximation for more
accurate and faster results.
Differential Revision: https://developer.blender.org/D16762
Reviews By: Clement Foucault
Expands Color Mix nodes with new Exclusion mode.
Similar to Difference but produces less contrast.
Requested by Pierre Schiller @3D_director and
@OmarSquircleArt on twitter.
Differential Revision: https://developer.blender.org/D16543
This patch implements the Simple Star Glare node. This is only an approximation
of the existing implementation in the CPU compositor, an approximation that
removes the row-column dependency in the original algorithm, yielding an order
of magnitude faster computations. The difference due to the approximation is
readily visible in artificial test cases, but is less visible in actual use
cases, so it was agreed that this approximation is worthwhile.
For the future, we can look into approximating this further using a closed form
IIR recursive filter with parallel interconnection and block-based parallelism.
Which is expected to yield another order of magnitude faster computations.
The different passes can potentially be combined into a single shader with some
preprocessor tricks, but doing that complicated that code in a way that makes
it difficult to experiment with future optimizations, so I decided to leave it
as is for now.
Differential Revision: https://developer.blender.org/D16724
Reviewed By: Clement Foucault
This patch implements the Ghost Glare node. It is implemented using
direct convolution as opposed to a recursive one, which produces
slightly different results---more accurate ones, however, since the
ghosts are attenuated where it matters, the difference is barely
visible and is acceptable as far as I can tell.
A possible performance improvement is to implement all passes in a
single shader dispatch, where an array of all scales and color
modulators is computed recursively on the host then used in the shader
to add all ghosts, avoiding usage of global memory and unnecessary
copies. This optimization will be implemented separately.
Differential Revision: https://developer.blender.org/D16641
Reviewed By: Clement Foucault
Nodes which are common in multiple editors (RGB, Value, Switch, RGB to BW)
has less width in compositor editor. Patch changes compositor node width to
140 for consistency.
Reviewed by: HooglyBoogly
Differential Revision: https://developer.blender.org/D16719
The wrap function was a feature of the old compositor
but was never ported to the new CPP compositor node.
This simply removes the unused property, the function could alternatively be
restored but in has been missing for a decade so it does not seem missed.
Differential Revision: https://developer.blender.org/D16712
Fixes T102796
This cache was never written to, only "copied" between sockets in one
case, it dates back at least a decade. It doesn't make sense to store
caches on node trees directly anyway, since they can be used in
multiple places.
The main goal here is to move towards more self contained node
definitions. Previously, one would have to change `blenkernel` to
add a new node which is not necessary anymore. There is no need
for all these register functions to "leak out" of the nodes module.
Differential Revision: https://developer.blender.org/D16612
This patch warns the user that the compositor setup is not fully
supported when an unsupported node is used. The warning is displayed as
an engine warning overlay and in the node header itself.
See T102353.
Differential Revision: https://developer.blender.org/D16508
Reviewed By: Clement Foucault
This patch implements the Track Position node for the realtime
compositor.
Differential Revision: https://developer.blender.org/D16387
Reviewed By: Clement Foucault
Use active object accessor, and then access data from the
object. There is no need to have an API call for shortcut
of all object fields.
Should be no functional change.
* This patch just moves runtime data to the runtime struct to cleanup
the dna struct. Arguably, some of this data should not even be there
because it's very use case specific. This can be cleaned up separately.
* `miniwidth` was removed completely, because it was not used anywhere.
The corresponding rna property `width_hidden` is kept to avoid
script breakage, but does not do anything (e.g. node wrangler sets it).
* Since rna is in C, some helper functions where added to access the
C++ runtime data from rna.
* This size of `bNode` decreases from 432 to 368 bytes.
This patch introduces the concept of a Cached Resource that can be
cached across compositor evaluations as well as used by multiple
operations in the same evaluation. Additionally, this patch implements a
new structure for the realtime compositor, the Static Cache Manager,
that manages all the cached resources and deletes them when they are no
longer needed.
This improves responsiveness while adjusting compositor node trees and
also conserves memory usage.
Differential Revision: https://developer.blender.org/D16357
Reviewed By: Clement Foucault
This patch implements the normalize node for the realtime compositor.
Differential Revision: https://developer.blender.org/D16279
Reviewed By: Clement Foucault
This patch implements the tone map node for the realtime compositor
based on the two papers:
Reinhard, Erik, et al. "Photographic tone reproduction for digital
images." Proceedings of the 29th annual conference on Computer graphics
and interactive techniques. 2002.
Reinhard, Erik, and Kate Devlin. "Dynamic range reduction inspired by
photoreceptor physiology." IEEE transactions on visualization and
computer graphics 11.1 (2005): 13-24.
The original implementation should be revisited later due to apparent
incompatibilities with the reference papers, which makes the operation
less useful.
Differential Revision: https://developer.blender.org/D16306
Reviewed By: Clement Foucault
Currently, the scale node always changes the interpolation of its result
to bilinear. This was done because the scale node does not have an
interpolation option, unlike the Transform node, so a default of
bilinear was assumed. This turned out to be problematic, because in the
pixelation use cases, a nearest interpolation is typically preferred by
the user.
This patch changes the default interpolation of input nodes to bilinear,
makes the scale node keep the interpolation of the input it receives,
and makes the pixelate node changes the interpolation to nearest. In
effect, for non-pixelation use cases, the default bilinear interpolation
will be used, and for pixelation use cases, the nearest interpolation
will be used unless explicitly specified using a node that sets the
interpolation.
Currently there is no way to tell that these node types are deprecated
in the UI. This commit adds "(Legacy)" to the end of the names.
It also makes it simple to skip these in the various node searches
more automatically than before.
Fixes T101700
Differential Revision: https://developer.blender.org/D16223
This patch implements the variable size blur option in the Bokeh Blur
node. The implementation is different from the CPU one in that it also
takes the Bounding Box input into account, which is ignored for some
reason for the CPU. Additionally, this implementation does not do the
optimization where the search radius is limited relative to the maximum
value in the size texture. That's because the cost of computing the
maximum is not worth it for most use cases.
The reference implementation does three unexpected things that are
replicated here nonetheless. First, the center bokeh weight is always
ignored and assumed to be 1. Second the size of the center pixel is
taken into account. Third, a unidimensional distance is used instead of
a 2D euclidean one. Those need to be considered independently.
Differential Revision: https://developer.blender.org/D16185
Reviewed By: Clement Foucault
This patch implements generic parallel reduction for the realtime
compositor and implements the Levels operation as an example. This patch
also introduces the notion of a "Compositor Algorithm", which is a
reusable operation that can be used to construct other operations.
Differential Revision: https://developer.blender.org/D16184
Reviewed By: Clement Foucault
This is the conventional way of dealing with unused arguments in C++,
since it works on all compilers.
Regex find and replace: `UNUSED\((\w+)\)` -> `/*$1*/`
This patch implements the bokeh blur node for the realtime compositor.
The patch is still missing the Variable Size option because it depends
on the Levels node, which is yet to be implemented. In particular, it
requires the computation of global texture properties like the maximum
color.
Differential Revision: https://developer.blender.org/D15768
Reviewed By: Clement Foucault
This patch implements the Scale node for the realtime compositor.
Differential Revision: https://developer.blender.org/D15758
Reviewed By: Clement Foucault
This patch implements the blur node for the realtime compositor. The patch is
still missing the Variable Size option because it depends on the Erode/Dilate
node, which is yet to be implemented. Furthermore, there are a number of
optimizations that can be implemented, the most important of which is the IIR
implementation of the Fast Gaussian filter, as well as the use of hardware
filtering and thread local memory. The latter of which was attempted but was
not robust enough, so it will be submitted as separate patch.
Differential Revision: https://developer.blender.org/D15663
Reviewed By: Clement Foucault
This patch implements the pixelate node for the realtime compositor.
Differential Revision: https://developer.blender.org/D15662
Reviewed By: Clement Foucault
This patch implements the dilate/erode node for the realtime compositor.
Differential Revision: https://developer.blender.org/D15790
Reviewed By: Clement Foucault
Push the const usage a bit further for compositor nodes, so that they
are more explicit about not modifying original nodes from the editor.
Differential Revision: https://developer.blender.org/D15822
The purpose of `NodeTreeRef` was to speed up various queries on a read-only
`bNodeTree`. Not that we have runtime data in nodes and sockets, we can also
store the result of some queries there. This has some benefits:
* No need for a read-only separate node tree data structure which increased
complexity.
* Makes it easier to reuse cached queries in more parts of Blender that can
benefit from it.
A downside is that we loose some type safety that we got by having different
types for input and output sockets, as well as internal and non-internal links.
This patch also refactors `DerivedNodeTree` so that it does not use
`NodeTreeRef` anymore, but uses `bNodeTree` directly instead.
To provide a convenient API (that is also close to what `NodeTreeRef` has), a
new approach is implemented: `bNodeTree`, `bNode`, `bNodeSocket` and `bNodeLink`
now have C++ methods declared in `DNA_node_types.h` which are implemented in
`BKE_node_runtime.hh`. To make this work, `makesdna` now skips c++ sections when
parsing dna header files.
No user visible changes are expected.
Differential Revision: https://developer.blender.org/D15491