Realtime Compositor: Implement directional blur node
This patch implements the directional blur node for the realtime compositor. Differential Revision: https://developer.blender.org/D15672 Reviewed By: Clement Foucault
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@ -318,6 +318,7 @@ set(GLSL_SRC
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shaders/compositor/compositor_bokeh_image.glsl
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shaders/compositor/compositor_box_mask.glsl
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shaders/compositor/compositor_convert.glsl
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shaders/compositor/compositor_directional_blur.glsl
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shaders/compositor/compositor_edge_filter.glsl
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shaders/compositor/compositor_ellipse_mask.glsl
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shaders/compositor/compositor_filter.glsl
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@ -567,6 +568,7 @@ set(SRC_SHADER_CREATE_INFOS
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shaders/compositor/infos/compositor_bokeh_image_info.hh
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shaders/compositor/infos/compositor_box_mask_info.hh
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shaders/compositor/infos/compositor_convert_info.hh
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shaders/compositor/infos/compositor_directional_blur_info.hh
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shaders/compositor/infos/compositor_edge_filter_info.hh
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shaders/compositor/infos/compositor_ellipse_mask_info.hh
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shaders/compositor/infos/compositor_filter_info.hh
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@ -0,0 +1,21 @@
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#pragma BLENDER_REQUIRE(gpu_shader_compositor_texture_utilities.glsl)
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void main()
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{
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ivec2 texel = ivec2(gl_GlobalInvocationID.xy);
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ivec2 input_size = texture_size(input_tx);
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/* Add 0.5 to evaluate the input sampler at the center of the pixel. */
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vec2 coordinates = vec2(texel) + vec2(0.5);
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/* For each iteration, accumulate the input at the normalize coordinates, hence the divide by
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* input size, then transform the coordinates for the next iteration. */
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vec4 accumulated_color = vec4(0.0);
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for (int i = 0; i < iterations; i++) {
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accumulated_color += texture(input_tx, coordinates / input_size);
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coordinates = (mat3(inverse_transformation) * vec3(coordinates, 1.0)).xy;
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}
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/* Write the accumulated color divided by the number of iterations. */
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imageStore(output_img, texel, accumulated_color / iterations);
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}
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@ -0,0 +1,12 @@
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/* SPDX-License-Identifier: GPL-2.0-or-later */
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#include "gpu_shader_create_info.hh"
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GPU_SHADER_CREATE_INFO(compositor_directional_blur)
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.local_group_size(16, 16)
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.push_constant(Type::INT, "iterations")
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.push_constant(Type::MAT4, "inverse_transformation")
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.sampler(0, ImageType::FLOAT_2D, "input_tx")
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.image(0, GPU_RGBA16F, Qualifier::WRITE, ImageType::FLOAT_2D, "output_img")
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.compute_source("compositor_directional_blur.glsl")
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.do_static_compilation(true);
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@ -5,10 +5,18 @@
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* \ingroup cmpnodes
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*/
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#include "BLI_float3x3.hh"
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#include "BLI_math_base.hh"
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#include "BLI_math_vec_types.hh"
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#include "BLI_math_vector.hh"
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#include "UI_interface.h"
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#include "UI_resources.h"
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#include "GPU_shader.h"
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#include "COM_node_operation.hh"
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#include "COM_utilities.hh"
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#include "node_composite_util.hh"
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@ -61,7 +69,119 @@ class DirectionalBlurOperation : public NodeOperation {
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void execute() override
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{
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get_input("Image").pass_through(get_result("Image"));
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if (is_identity()) {
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get_input("Image").pass_through(get_result("Image"));
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return;
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}
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GPUShader *shader = shader_manager().get("compositor_directional_blur");
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GPU_shader_bind(shader);
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/* The number of iterations does not cover the original image, that is, the image with no
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* transformation. So add an extra iteration for the original image and put that into
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* consideration in the shader. */
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GPU_shader_uniform_1i(shader, "iterations", get_iterations() + 1);
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GPU_shader_uniform_mat3_as_mat4(shader, "inverse_transformation", get_transformation().ptr());
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const Result &input_image = get_input("Image");
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input_image.bind_as_texture(shader, "input_tx");
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GPU_texture_filter_mode(input_image.texture(), true);
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GPU_texture_wrap_mode(input_image.texture(), false, false);
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const Domain domain = compute_domain();
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Result &output_image = get_result("Image");
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output_image.allocate_texture(domain);
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output_image.bind_as_image(shader, "output_img");
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compute_dispatch_threads_at_least(shader, domain.size);
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GPU_shader_unbind();
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output_image.unbind_as_image();
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input_image.unbind_as_texture();
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}
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/* Get the amount of translation that will be applied on each iteration. The translation is in
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* the negative x direction rotated in the clock-wise direction, hence the negative sign for the
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* rotation and translation vector. */
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float2 get_translation()
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{
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const float diagonal_length = math::length(float2(get_input("Image").domain().size));
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const float translation_amount = diagonal_length * get_node_directional_blur_data().distance;
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const float3x3 rotation = float3x3::from_rotation(-get_node_directional_blur_data().angle);
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return rotation * float2(-translation_amount / get_iterations(), 0.0f);
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}
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/* Get the amount of rotation that will be applied on each iteration. */
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float get_rotation()
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{
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return get_node_directional_blur_data().spin / get_iterations();
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}
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/* Get the amount of scale that will be applied on each iteration. The scale is identity when the
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* user supplies 0, so we add 1. */
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float2 get_scale()
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{
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return float2(1.0f + get_node_directional_blur_data().zoom / get_iterations());
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}
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float2 get_origin()
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{
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const float2 center = float2(get_node_directional_blur_data().center_x,
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get_node_directional_blur_data().center_y);
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return float2(get_input("Image").domain().size) * center;
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}
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float3x3 get_transformation()
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{
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/* Construct the transformation that will be applied on each iteration. */
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const float3x3 transformation = float3x3::from_translation_rotation_scale(
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get_translation(), get_rotation(), get_scale());
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/* Change the origin of the transformation to the user-specified origin. */
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const float3x3 origin_transformation = float3x3::from_origin_transformation(transformation,
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get_origin());
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/* The shader will transform the coordinates, not the image itself, so take the inverse. */
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return origin_transformation.inverted();
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}
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/* The actual number of iterations is 2 to the power of the user supplied iterations. The power
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* is implemented using a bit shift. But also make sure it doesn't exceed the upper limit which
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* is the number of diagonal pixels. */
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int get_iterations()
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{
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const int iterations = 2 << (get_node_directional_blur_data().iter - 1);
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const int upper_limit = math::ceil(math::length(float2(get_input("Image").domain().size)));
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return math::min(iterations, upper_limit);
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}
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/* Returns true if the operation does nothing and the input can be passed through. */
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bool is_identity()
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{
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const Result &input = get_input("Image");
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/* Single value inputs can't be blurred and are returned as is. */
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if (input.is_single_value()) {
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return true;
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}
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/* If any of the following options are non-zero, then the operation is not an identity. */
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if (get_node_directional_blur_data().distance != 0.0f) {
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return false;
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}
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if (get_node_directional_blur_data().spin != 0.0f) {
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return false;
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}
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if (get_node_directional_blur_data().zoom != 0.0f) {
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return false;
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}
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return true;
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}
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NodeDBlurData &get_node_directional_blur_data()
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{
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return *static_cast<NodeDBlurData *>(bnode().storage);
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}
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};
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