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
89 lines
2.6 KiB
C++
89 lines
2.6 KiB
C++
/* SPDX-License-Identifier: GPL-2.0-or-later
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* Copyright 2011 Blender Foundation. */
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#include "COM_GlareSimpleStarOperation.h"
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namespace blender::compositor {
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void GlareSimpleStarOperation::generate_glare(float *data,
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MemoryBuffer *input_tile,
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const NodeGlare *settings)
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{
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int i, x, y, ym, yp, xm, xp;
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float c[4] = {0, 0, 0, 0}, tc[4] = {0, 0, 0, 0};
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const float f1 = 1.0f - settings->fade;
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const float f2 = (1.0f - f1) * 0.5f;
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MemoryBuffer tbuf1(*input_tile);
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MemoryBuffer tbuf2(*input_tile);
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bool breaked = false;
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for (i = 0; i < settings->iter && (!breaked); i++) {
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// // (x || x-1, y-1) to (x || x+1, y+1)
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// // F
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for (y = 0; y < this->get_height() && (!breaked); y++) {
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ym = y - i;
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yp = y + i;
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for (x = 0; x < this->get_width(); x++) {
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xm = x - i;
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xp = x + i;
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tbuf1.read(c, x, y);
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mul_v3_fl(c, f1);
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tbuf1.read(tc, (settings->star_45 ? xm : x), ym);
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madd_v3_v3fl(c, tc, f2);
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tbuf1.read(tc, (settings->star_45 ? xp : x), yp);
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madd_v3_v3fl(c, tc, f2);
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c[3] = 1.0f;
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tbuf1.write_pixel(x, y, c);
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tbuf2.read(c, x, y);
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mul_v3_fl(c, f1);
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tbuf2.read(tc, xm, (settings->star_45 ? yp : y));
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madd_v3_v3fl(c, tc, f2);
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tbuf2.read(tc, xp, (settings->star_45 ? ym : y));
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madd_v3_v3fl(c, tc, f2);
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c[3] = 1.0f;
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tbuf2.write_pixel(x, y, c);
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}
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if (is_braked()) {
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breaked = true;
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}
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}
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// // B
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for (y = this->get_height() - 1; y >= 0 && (!breaked); y--) {
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ym = y - i;
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yp = y + i;
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for (x = this->get_width() - 1; x >= 0; x--) {
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xm = x - i;
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xp = x + i;
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tbuf1.read(c, x, y);
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mul_v3_fl(c, f1);
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tbuf1.read(tc, (settings->star_45 ? xm : x), ym);
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madd_v3_v3fl(c, tc, f2);
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tbuf1.read(tc, (settings->star_45 ? xp : x), yp);
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madd_v3_v3fl(c, tc, f2);
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c[3] = 1.0f;
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tbuf1.write_pixel(x, y, c);
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tbuf2.read(c, x, y);
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mul_v3_fl(c, f1);
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tbuf2.read(tc, xm, (settings->star_45 ? yp : y));
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madd_v3_v3fl(c, tc, f2);
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tbuf2.read(tc, xp, (settings->star_45 ? ym : y));
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madd_v3_v3fl(c, tc, f2);
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c[3] = 1.0f;
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tbuf2.write_pixel(x, y, c);
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}
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if (is_braked()) {
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breaked = true;
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}
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}
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}
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for (i = 0; i < this->get_width() * this->get_height() * 4; i++) {
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data[i] = tbuf1.get_buffer()[i] + tbuf2.get_buffer()[i];
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}
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}
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} // namespace blender::compositor
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