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blender-archive/source/blender/compositor/operations/COM_SunBeamsOperation.h
Lukas Tönne e15cdec2d4 New compositor node "Sun Beams"
This allows adding a "fake" sun beam effect, simulating crepuscular rays
from light being scattered in a medium like the atmosphere or deep water.
Such effects can be created also by renderers using volumetric lighting,
but the compositor feature is a lot cheaper and is independent from 3D
rendering. This makes it ideally suited for motion graphics.

The implementation uses am optimized accumulation method for gathering
color values along a line segment. The inner buffer loop uses fixed
offset increments to avoid unnecessary multiplications and avoids
variables by using compile-time specialization (see inline comments
for further details).
2014-07-26 12:59:29 +02:00

49 lines
1.3 KiB
C++

/*
* Copyright 2014, 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:
* Lukas Toenne
*/
#ifndef _COM_SunBeamsOperation_h
#define _COM_SunBeamsOperation_h
#include "COM_NodeOperation.h"
class SunBeamsOperation : public NodeOperation {
public:
SunBeamsOperation();
void executePixel(float output[4], int x, int y, void *data);
void initExecution();
void *initializeTileData(rcti *rect);
bool determineDependingAreaOfInterest(rcti *input, ReadBufferOperation *readOperation, rcti *output);
void setData(const NodeSunBeams &data) { m_data = data; }
private:
NodeSunBeams m_data;
float m_source_px[2];
float m_ray_length_px;
};
#endif