static float paint_2d_ibuf_add_if(ImBuf *ibuf, unsigned int x, unsigned int y, float *outrgb, short torus, float w) { float inrgb[4]; // XXX: signed unsigned mismatch if ((x >= (unsigned int)(ibuf->x)) || (y >= (unsigned int)(ibuf->y))) { if (torus) paint_2d_ibuf_rgb_get(ibuf, x, y, 1, inrgb); else return 0; } else { paint_2d_ibuf_rgb_get(ibuf, x, y, 0, inrgb); } mul_v4_fl(inrgb, w); add_v4_v4(outrgb, inrgb); return w; }
void PlaneDistortWarpImageOperation::executePixelSampled(float output[4], float x, float y, PixelSampler /*sampler*/) { float uv[2]; float deriv[2][2]; if (this->m_motion_blur_samples == 1) { warpCoord(x, y, this->m_samples[0].perspectiveMatrix, uv, deriv); m_pixelReader->readFiltered(output, uv[0], uv[1], deriv[0], deriv[1]); } else { zero_v4(output); for (int sample = 0; sample < this->m_motion_blur_samples; ++sample) { float color[4]; warpCoord(x, y, this->m_samples[sample].perspectiveMatrix, uv, deriv); m_pixelReader->readFiltered(color, uv[0], uv[1], deriv[0], deriv[1]); add_v4_v4(output, color); } mul_v4_fl(output, 1.0f / (float)this->m_motion_blur_samples); } }
void VariableSizeBokehBlurOperation::executePixel(float output[4], int x, int y, void *data) { VariableSizeBokehBlurTileData *tileData = (VariableSizeBokehBlurTileData *)data; MemoryBuffer *inputProgramBuffer = tileData->color; MemoryBuffer *inputBokehBuffer = tileData->bokeh; MemoryBuffer *inputSizeBuffer = tileData->size; float *inputSizeFloatBuffer = inputSizeBuffer->getBuffer(); float *inputProgramFloatBuffer = inputProgramBuffer->getBuffer(); float readColor[4]; float bokeh[4]; float tempSize[4]; float multiplier_accum[4]; float color_accum[4]; const float max_dim = max(m_width, m_height); const float scalar = this->m_do_size_scale ? (max_dim / 100.0f) : 1.0f; int maxBlurScalar = tileData->maxBlurScalar; BLI_assert(inputBokehBuffer->getWidth() == COM_BLUR_BOKEH_PIXELS); BLI_assert(inputBokehBuffer->getHeight() == COM_BLUR_BOKEH_PIXELS); #ifdef COM_DEFOCUS_SEARCH float search[4]; this->m_inputSearchProgram->read(search, x / InverseSearchRadiusOperation::DIVIDER, y / InverseSearchRadiusOperation::DIVIDER, NULL); int minx = search[0]; int miny = search[1]; int maxx = search[2]; int maxy = search[3]; #else int minx = max(x - maxBlurScalar, 0); int miny = max(y - maxBlurScalar, 0); int maxx = min(x + maxBlurScalar, (int)m_width); int maxy = min(y + maxBlurScalar, (int)m_height); #endif { inputSizeBuffer->readNoCheck(tempSize, x, y); inputProgramBuffer->readNoCheck(readColor, x, y); copy_v4_v4(color_accum, readColor); copy_v4_fl(multiplier_accum, 1.0f); float size_center = tempSize[0] * scalar; const int addXStepValue = QualityStepHelper::getStep(); const int addYStepValue = addXStepValue; const int addXStepColor = addXStepValue * COM_NUM_CHANNELS_COLOR; if (size_center > this->m_threshold) { for (int ny = miny; ny < maxy; ny += addYStepValue) { float dy = ny - y; int offsetValueNy = ny * inputSizeBuffer->getWidth(); int offsetValueNxNy = offsetValueNy + (minx); int offsetColorNxNy = offsetValueNxNy * COM_NUM_CHANNELS_COLOR; for (int nx = minx; nx < maxx; nx += addXStepValue) { if (nx != x || ny != y) { float size = min(inputSizeFloatBuffer[offsetValueNxNy] * scalar, size_center); if (size > this->m_threshold) { float dx = nx - x; if (size > fabsf(dx) && size > fabsf(dy)) { float uv[2] = { (float)(COM_BLUR_BOKEH_PIXELS / 2) + (dx / size) * (float)((COM_BLUR_BOKEH_PIXELS / 2) - 1), (float)(COM_BLUR_BOKEH_PIXELS / 2) + (dy / size) * (float)((COM_BLUR_BOKEH_PIXELS / 2) - 1)}; inputBokehBuffer->read(bokeh, uv[0], uv[1]); madd_v4_v4v4(color_accum, bokeh, &inputProgramFloatBuffer[offsetColorNxNy]); add_v4_v4(multiplier_accum, bokeh); } } } offsetColorNxNy += addXStepColor; offsetValueNxNy += addXStepValue; } } } output[0] = color_accum[0] / multiplier_accum[0]; output[1] = color_accum[1] / multiplier_accum[1]; output[2] = color_accum[2] / multiplier_accum[2]; output[3] = color_accum[3] / multiplier_accum[3]; /* blend in out values over the threshold, otherwise we get sharp, ugly transitions */ if ((size_center > this->m_threshold) && (size_center < this->m_threshold * 2.0f)) { /* factor from 0-1 */ float fac = (size_center - this->m_threshold) / this->m_threshold; interp_v4_v4v4(output, readColor, output, fac); } } }