818 lines
22 KiB
C++
818 lines
22 KiB
C++
/*
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* Copyright 2011, Blender Foundation.
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*
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* This program is free software; you can redistribute it and/or
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* modify it under the terms of the GNU General Public License
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* as published by the Free Software Foundation; either version 2
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* of the License, or (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, write to the Free Software Foundation,
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* Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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*
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* Contributor:
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* Jeroen Bakker
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* Monique Dewanchand
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*/
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#include <string.h>
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#include "MEM_guardedalloc.h"
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#include "BLI_math.h"
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extern "C" {
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#include "BLI_jitter_2d.h"
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}
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#include "COM_VectorBlurOperation.h"
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/* Defined */
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#define PASS_VECTOR_MAX 10000.0f
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/* Forward declarations */
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struct DrawBufPixel;
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struct ZSpan;
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void zbuf_accumulate_vecblur(
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NodeBlurData *nbd, int xsize, int ysize, float *newrect,
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const float *imgrect, float *vecbufrect, const float *zbufrect);
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void zbuf_alloc_span(ZSpan *zspan, int rectx, int recty, float clipcrop);
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void zbuf_free_span(ZSpan *zspan);
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void antialias_tagbuf(int xsize, int ysize, char *rectmove);
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/* VectorBlurOperation */
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VectorBlurOperation::VectorBlurOperation() : NodeOperation()
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{
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this->addInputSocket(COM_DT_COLOR);
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this->addInputSocket(COM_DT_VALUE); // ZBUF
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this->addInputSocket(COM_DT_COLOR); //SPEED
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this->addOutputSocket(COM_DT_COLOR);
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this->m_settings = NULL;
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this->m_cachedInstance = NULL;
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this->m_inputImageProgram = NULL;
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this->m_inputSpeedProgram = NULL;
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this->m_inputZProgram = NULL;
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setComplex(true);
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}
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void VectorBlurOperation::initExecution()
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{
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initMutex();
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this->m_inputImageProgram = getInputSocketReader(0);
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this->m_inputZProgram = getInputSocketReader(1);
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this->m_inputSpeedProgram = getInputSocketReader(2);
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this->m_cachedInstance = NULL;
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QualityStepHelper::initExecution(COM_QH_INCREASE);
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}
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void VectorBlurOperation::executePixel(float output[4], int x, int y, void *data)
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{
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float *buffer = (float *)data;
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int index = (y * this->getWidth() + x) * COM_NUM_CHANNELS_COLOR;
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copy_v4_v4(output, &buffer[index]);
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}
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void VectorBlurOperation::deinitExecution()
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{
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deinitMutex();
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this->m_inputImageProgram = NULL;
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this->m_inputSpeedProgram = NULL;
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this->m_inputZProgram = NULL;
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if (this->m_cachedInstance) {
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MEM_freeN(this->m_cachedInstance);
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this->m_cachedInstance = NULL;
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}
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}
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void *VectorBlurOperation::initializeTileData(rcti *rect)
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{
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if (this->m_cachedInstance) {
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return this->m_cachedInstance;
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}
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lockMutex();
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if (this->m_cachedInstance == NULL) {
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MemoryBuffer *tile = (MemoryBuffer *)this->m_inputImageProgram->initializeTileData(rect);
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MemoryBuffer *speed = (MemoryBuffer *)this->m_inputSpeedProgram->initializeTileData(rect);
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MemoryBuffer *z = (MemoryBuffer *)this->m_inputZProgram->initializeTileData(rect);
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float *data = (float *)MEM_dupallocN(tile->getBuffer());
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this->generateVectorBlur(data, tile, speed, z);
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this->m_cachedInstance = data;
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}
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unlockMutex();
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return this->m_cachedInstance;
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}
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bool VectorBlurOperation::determineDependingAreaOfInterest(rcti * /*input*/, ReadBufferOperation *readOperation, rcti *output)
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{
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if (this->m_cachedInstance == NULL) {
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rcti newInput;
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newInput.xmax = this->getWidth();
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newInput.xmin = 0;
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newInput.ymax = this->getHeight();
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newInput.ymin = 0;
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return NodeOperation::determineDependingAreaOfInterest(&newInput, readOperation, output);
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}
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else {
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return false;
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}
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}
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void VectorBlurOperation::generateVectorBlur(float *data, MemoryBuffer *inputImage, MemoryBuffer *inputSpeed, MemoryBuffer *inputZ)
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{
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NodeBlurData blurdata;
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blurdata.samples = this->m_settings->samples / QualityStepHelper::getStep();
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blurdata.maxspeed = this->m_settings->maxspeed;
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blurdata.minspeed = this->m_settings->minspeed;
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blurdata.curved = this->m_settings->curved;
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blurdata.fac = this->m_settings->fac;
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zbuf_accumulate_vecblur(&blurdata, this->getWidth(), this->getHeight(), data, inputImage->getBuffer(), inputSpeed->getBuffer(), inputZ->getBuffer());
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return;
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}
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/* ****************** Spans ******************************* */
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/* span fill in method, is also used to localize data for zbuffering */
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typedef struct ZSpan {
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/* range for clipping */
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int rectx, recty;
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/* actual filled in range */
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int miny1, maxy1, miny2, maxy2;
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/* vertex pointers detect min/max range in */
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const float *minp1, *maxp1, *minp2, *maxp2;
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float *span1, *span2;
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/* transform from hoco to zbuf co */
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float zmulx, zmuly, zofsx, zofsy;
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int *rectz;
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DrawBufPixel *rectdraw;
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float clipcrop;
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} ZSpan;
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/* each zbuffer has coordinates transformed to local rect coordinates, so we can simply clip */
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void zbuf_alloc_span(ZSpan *zspan, int rectx, int recty, float clipcrop)
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{
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memset(zspan, 0, sizeof(ZSpan));
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zspan->rectx = rectx;
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zspan->recty = recty;
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zspan->span1 = (float *)MEM_mallocN(recty * sizeof(float), "zspan");
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zspan->span2 = (float *)MEM_mallocN(recty * sizeof(float), "zspan");
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zspan->clipcrop = clipcrop;
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}
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void zbuf_free_span(ZSpan *zspan)
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{
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if (zspan) {
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if (zspan->span1) MEM_freeN(zspan->span1);
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if (zspan->span2) MEM_freeN(zspan->span2);
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zspan->span1 = zspan->span2 = NULL;
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}
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}
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/* reset range for clipping */
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static void zbuf_init_span(ZSpan *zspan)
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{
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zspan->miny1 = zspan->miny2 = zspan->recty + 1;
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zspan->maxy1 = zspan->maxy2 = -1;
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zspan->minp1 = zspan->maxp1 = zspan->minp2 = zspan->maxp2 = NULL;
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}
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static void zbuf_add_to_span(ZSpan *zspan, const float v1[2], const float v2[2])
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{
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const float *minv, *maxv;
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float *span;
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float xx1, dx0, xs0;
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int y, my0, my2;
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if (v1[1] < v2[1]) {
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minv = v1; maxv = v2;
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}
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else {
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minv = v2; maxv = v1;
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}
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my0 = ceil(minv[1]);
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my2 = floor(maxv[1]);
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if (my2 < 0 || my0 >= zspan->recty) return;
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/* clip top */
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if (my2 >= zspan->recty) my2 = zspan->recty - 1;
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/* clip bottom */
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if (my0 < 0) my0 = 0;
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if (my0 > my2) return;
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/* if (my0>my2) should still fill in, that way we get spans that skip nicely */
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xx1 = maxv[1] - minv[1];
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if (xx1 > FLT_EPSILON) {
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dx0 = (minv[0] - maxv[0]) / xx1;
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xs0 = dx0 * (minv[1] - my2) + minv[0];
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}
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else {
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dx0 = 0.0f;
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xs0 = min_ff(minv[0], maxv[0]);
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}
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/* empty span */
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if (zspan->maxp1 == NULL) {
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span = zspan->span1;
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}
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else { /* does it complete left span? */
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if (maxv == zspan->minp1 || minv == zspan->maxp1) {
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span = zspan->span1;
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}
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else {
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span = zspan->span2;
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}
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}
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if (span == zspan->span1) {
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// printf("left span my0 %d my2 %d\n", my0, my2);
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if (zspan->minp1 == NULL || zspan->minp1[1] > minv[1]) {
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zspan->minp1 = minv;
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}
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if (zspan->maxp1 == NULL || zspan->maxp1[1] < maxv[1]) {
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zspan->maxp1 = maxv;
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}
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if (my0 < zspan->miny1) zspan->miny1 = my0;
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if (my2 > zspan->maxy1) zspan->maxy1 = my2;
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}
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else {
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// printf("right span my0 %d my2 %d\n", my0, my2);
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if (zspan->minp2 == NULL || zspan->minp2[1] > minv[1]) {
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zspan->minp2 = minv;
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}
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if (zspan->maxp2 == NULL || zspan->maxp2[1] < maxv[1]) {
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zspan->maxp2 = maxv;
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}
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if (my0 < zspan->miny2) zspan->miny2 = my0;
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if (my2 > zspan->maxy2) zspan->maxy2 = my2;
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}
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for (y = my2; y >= my0; y--, xs0 += dx0) {
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/* xs0 is the xcoord! */
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span[y] = xs0;
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}
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}
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/* ******************** VECBLUR ACCUM BUF ************************* */
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typedef struct DrawBufPixel {
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const float *colpoin;
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float alpha;
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} DrawBufPixel;
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static void zbuf_fill_in_rgba(ZSpan *zspan, DrawBufPixel *col, float *v1, float *v2, float *v3, float *v4)
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{
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DrawBufPixel *rectpofs, *rp;
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double zxd, zyd, zy0, zverg;
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float x0, y0, z0;
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float x1, y1, z1, x2, y2, z2, xx1;
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const float *span1, *span2;
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float *rectzofs, *rz;
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int x, y;
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int sn1, sn2, rectx, my0, my2;
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/* init */
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zbuf_init_span(zspan);
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/* set spans */
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zbuf_add_to_span(zspan, v1, v2);
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zbuf_add_to_span(zspan, v2, v3);
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zbuf_add_to_span(zspan, v3, v4);
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zbuf_add_to_span(zspan, v4, v1);
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/* clipped */
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if (zspan->minp2 == NULL || zspan->maxp2 == NULL) return;
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my0 = max_ii(zspan->miny1, zspan->miny2);
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my2 = min_ii(zspan->maxy1, zspan->maxy2);
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// printf("my %d %d\n", my0, my2);
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if (my2 < my0) return;
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/* ZBUF DX DY, in floats still */
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x1 = v1[0] - v2[0];
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x2 = v2[0] - v3[0];
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y1 = v1[1] - v2[1];
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y2 = v2[1] - v3[1];
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z1 = v1[2] - v2[2];
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z2 = v2[2] - v3[2];
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x0 = y1 * z2 - z1 * y2;
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y0 = z1 * x2 - x1 * z2;
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z0 = x1 * y2 - y1 * x2;
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if (z0 == 0.0f) return;
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xx1 = (x0 * v1[0] + y0 * v1[1]) / z0 + v1[2];
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zxd = -(double)x0 / (double)z0;
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zyd = -(double)y0 / (double)z0;
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zy0 = ((double)my2) * zyd + (double)xx1;
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/* start-offset in rect */
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rectx = zspan->rectx;
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rectzofs = (float *)(zspan->rectz + rectx * my2);
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rectpofs = ((DrawBufPixel *)zspan->rectdraw) + rectx * my2;
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/* correct span */
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sn1 = (my0 + my2) / 2;
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if (zspan->span1[sn1] < zspan->span2[sn1]) {
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span1 = zspan->span1 + my2;
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span2 = zspan->span2 + my2;
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}
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else {
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span1 = zspan->span2 + my2;
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span2 = zspan->span1 + my2;
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}
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for (y = my2; y >= my0; y--, span1--, span2--) {
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sn1 = floor(*span1);
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sn2 = floor(*span2);
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sn1++;
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if (sn2 >= rectx) sn2 = rectx - 1;
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if (sn1 < 0) sn1 = 0;
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if (sn2 >= sn1) {
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zverg = (double)sn1 * zxd + zy0;
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rz = rectzofs + sn1;
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rp = rectpofs + sn1;
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x = sn2 - sn1;
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while (x >= 0) {
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if (zverg < (double)*rz) {
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*rz = zverg;
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*rp = *col;
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}
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zverg += zxd;
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rz++;
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rp++;
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x--;
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}
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}
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zy0 -= zyd;
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rectzofs -= rectx;
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rectpofs -= rectx;
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}
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}
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/* char value==255 is filled in, rest should be zero */
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/* returns alpha values, but sets alpha to 1 for zero alpha pixels that have an alpha value as neighbor */
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void antialias_tagbuf(int xsize, int ysize, char *rectmove)
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{
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char *row1, *row2, *row3;
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char prev, next;
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int a, x, y, step;
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/* 1: tag pixels to be candidate for AA */
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for (y = 2; y < ysize; y++) {
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/* setup rows */
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row1 = rectmove + (y - 2) * xsize;
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row2 = row1 + xsize;
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row3 = row2 + xsize;
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for (x = 2; x < xsize; x++, row1++, row2++, row3++) {
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if (row2[1]) {
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if (row2[0] == 0 || row2[2] == 0 || row1[1] == 0 || row3[1] == 0)
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row2[1] = 128;
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}
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}
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}
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/* 2: evaluate horizontal scanlines and calculate alphas */
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row1 = rectmove;
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for (y = 0; y < ysize; y++) {
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row1++;
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for (x = 1; x < xsize; x++, row1++) {
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if (row1[0] == 128 && row1[1] == 128) {
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/* find previous color and next color and amount of steps to blend */
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prev = row1[-1];
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step = 1;
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while (x + step < xsize && row1[step] == 128)
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step++;
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if (x + step != xsize) {
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/* now we can blend values */
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next = row1[step];
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/* note, prev value can be next value, but we do this loop to clear 128 then */
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for (a = 0; a < step; a++) {
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int fac, mfac;
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fac = ((a + 1) << 8) / (step + 1);
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mfac = 255 - fac;
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row1[a] = (prev * mfac + next * fac) >> 8;
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}
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}
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}
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}
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}
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/* 3: evaluate vertical scanlines and calculate alphas */
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/* use for reading a copy of the original tagged buffer */
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for (x = 0; x < xsize; x++) {
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row1 = rectmove + x + xsize;
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for (y = 1; y < ysize; y++, row1 += xsize) {
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if (row1[0] == 128 && row1[xsize] == 128) {
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/* find previous color and next color and amount of steps to blend */
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prev = row1[-xsize];
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step = 1;
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while (y + step < ysize && row1[step * xsize] == 128)
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step++;
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if (y + step != ysize) {
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/* now we can blend values */
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next = row1[step * xsize];
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/* note, prev value can be next value, but we do this loop to clear 128 then */
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for (a = 0; a < step; a++) {
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int fac, mfac;
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fac = ((a + 1) << 8) / (step + 1);
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mfac = 255 - fac;
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row1[a * xsize] = (prev * mfac + next * fac) >> 8;
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}
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}
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}
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}
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}
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/* last: pixels with 0 we fill in zbuffer, with 1 we skip for mask */
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for (y = 2; y < ysize; y++) {
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/* setup rows */
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row1 = rectmove + (y - 2) * xsize;
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row2 = row1 + xsize;
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row3 = row2 + xsize;
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for (x = 2; x < xsize; x++, row1++, row2++, row3++) {
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if (row2[1] == 0) {
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if (row2[0] > 1 || row2[2] > 1 || row1[1] > 1 || row3[1] > 1)
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row2[1] = 1;
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}
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}
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}
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}
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/* in: two vectors, first vector points from origin back in time, 2nd vector points to future */
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/* we make this into 3 points, center point is (0, 0) */
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/* and offset the center point just enough to make curve go through midpoint */
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static void quad_bezier_2d(float *result, float *v1, float *v2, float *ipodata)
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{
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float p1[2], p2[2], p3[2];
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p3[0] = -v2[0];
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p3[1] = -v2[1];
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p1[0] = v1[0];
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p1[1] = v1[1];
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/* official formula 2*p2 - 0.5*p1 - 0.5*p3 */
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p2[0] = -0.5f * p1[0] - 0.5f * p3[0];
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p2[1] = -0.5f * p1[1] - 0.5f * p3[1];
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|
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 {
|
|
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);
|
|
}
|