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
This commit is contained in:
Omar Emara 2022-08-18 12:20:18 +02:00
parent b828d453e9
commit 1854d31321
4 changed files with 156 additions and 1 deletions

View File

@ -318,6 +318,7 @@ set(GLSL_SRC
shaders/compositor/compositor_bokeh_image.glsl
shaders/compositor/compositor_box_mask.glsl
shaders/compositor/compositor_convert.glsl
shaders/compositor/compositor_directional_blur.glsl
shaders/compositor/compositor_edge_filter.glsl
shaders/compositor/compositor_ellipse_mask.glsl
shaders/compositor/compositor_filter.glsl
@ -567,6 +568,7 @@ set(SRC_SHADER_CREATE_INFOS
shaders/compositor/infos/compositor_bokeh_image_info.hh
shaders/compositor/infos/compositor_box_mask_info.hh
shaders/compositor/infos/compositor_convert_info.hh
shaders/compositor/infos/compositor_directional_blur_info.hh
shaders/compositor/infos/compositor_edge_filter_info.hh
shaders/compositor/infos/compositor_ellipse_mask_info.hh
shaders/compositor/infos/compositor_filter_info.hh

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@ -0,0 +1,21 @@
#pragma BLENDER_REQUIRE(gpu_shader_compositor_texture_utilities.glsl)
void main()
{
ivec2 texel = ivec2(gl_GlobalInvocationID.xy);
ivec2 input_size = texture_size(input_tx);
/* Add 0.5 to evaluate the input sampler at the center of the pixel. */
vec2 coordinates = vec2(texel) + vec2(0.5);
/* For each iteration, accumulate the input at the normalize coordinates, hence the divide by
* input size, then transform the coordinates for the next iteration. */
vec4 accumulated_color = vec4(0.0);
for (int i = 0; i < iterations; i++) {
accumulated_color += texture(input_tx, coordinates / input_size);
coordinates = (mat3(inverse_transformation) * vec3(coordinates, 1.0)).xy;
}
/* Write the accumulated color divided by the number of iterations. */
imageStore(output_img, texel, accumulated_color / iterations);
}

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@ -0,0 +1,12 @@
/* SPDX-License-Identifier: GPL-2.0-or-later */
#include "gpu_shader_create_info.hh"
GPU_SHADER_CREATE_INFO(compositor_directional_blur)
.local_group_size(16, 16)
.push_constant(Type::INT, "iterations")
.push_constant(Type::MAT4, "inverse_transformation")
.sampler(0, ImageType::FLOAT_2D, "input_tx")
.image(0, GPU_RGBA16F, Qualifier::WRITE, ImageType::FLOAT_2D, "output_img")
.compute_source("compositor_directional_blur.glsl")
.do_static_compilation(true);

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@ -5,10 +5,18 @@
* \ingroup cmpnodes
*/
#include "BLI_float3x3.hh"
#include "BLI_math_base.hh"
#include "BLI_math_vec_types.hh"
#include "BLI_math_vector.hh"
#include "UI_interface.h"
#include "UI_resources.h"
#include "GPU_shader.h"
#include "COM_node_operation.hh"
#include "COM_utilities.hh"
#include "node_composite_util.hh"
@ -61,7 +69,119 @@ class DirectionalBlurOperation : public NodeOperation {
void execute() override
{
get_input("Image").pass_through(get_result("Image"));
if (is_identity()) {
get_input("Image").pass_through(get_result("Image"));
return;
}
GPUShader *shader = shader_manager().get("compositor_directional_blur");
GPU_shader_bind(shader);
/* The number of iterations does not cover the original image, that is, the image with no
* transformation. So add an extra iteration for the original image and put that into
* consideration in the shader. */
GPU_shader_uniform_1i(shader, "iterations", get_iterations() + 1);
GPU_shader_uniform_mat3_as_mat4(shader, "inverse_transformation", get_transformation().ptr());
const Result &input_image = get_input("Image");
input_image.bind_as_texture(shader, "input_tx");
GPU_texture_filter_mode(input_image.texture(), true);
GPU_texture_wrap_mode(input_image.texture(), false, false);
const Domain domain = compute_domain();
Result &output_image = get_result("Image");
output_image.allocate_texture(domain);
output_image.bind_as_image(shader, "output_img");
compute_dispatch_threads_at_least(shader, domain.size);
GPU_shader_unbind();
output_image.unbind_as_image();
input_image.unbind_as_texture();
}
/* Get the amount of translation that will be applied on each iteration. The translation is in
* the negative x direction rotated in the clock-wise direction, hence the negative sign for the
* rotation and translation vector. */
float2 get_translation()
{
const float diagonal_length = math::length(float2(get_input("Image").domain().size));
const float translation_amount = diagonal_length * get_node_directional_blur_data().distance;
const float3x3 rotation = float3x3::from_rotation(-get_node_directional_blur_data().angle);
return rotation * float2(-translation_amount / get_iterations(), 0.0f);
}
/* Get the amount of rotation that will be applied on each iteration. */
float get_rotation()
{
return get_node_directional_blur_data().spin / get_iterations();
}
/* Get the amount of scale that will be applied on each iteration. The scale is identity when the
* user supplies 0, so we add 1. */
float2 get_scale()
{
return float2(1.0f + get_node_directional_blur_data().zoom / get_iterations());
}
float2 get_origin()
{
const float2 center = float2(get_node_directional_blur_data().center_x,
get_node_directional_blur_data().center_y);
return float2(get_input("Image").domain().size) * center;
}
float3x3 get_transformation()
{
/* Construct the transformation that will be applied on each iteration. */
const float3x3 transformation = float3x3::from_translation_rotation_scale(
get_translation(), get_rotation(), get_scale());
/* Change the origin of the transformation to the user-specified origin. */
const float3x3 origin_transformation = float3x3::from_origin_transformation(transformation,
get_origin());
/* The shader will transform the coordinates, not the image itself, so take the inverse. */
return origin_transformation.inverted();
}
/* The actual number of iterations is 2 to the power of the user supplied iterations. The power
* is implemented using a bit shift. But also make sure it doesn't exceed the upper limit which
* is the number of diagonal pixels. */
int get_iterations()
{
const int iterations = 2 << (get_node_directional_blur_data().iter - 1);
const int upper_limit = math::ceil(math::length(float2(get_input("Image").domain().size)));
return math::min(iterations, upper_limit);
}
/* Returns true if the operation does nothing and the input can be passed through. */
bool is_identity()
{
const Result &input = get_input("Image");
/* Single value inputs can't be blurred and are returned as is. */
if (input.is_single_value()) {
return true;
}
/* If any of the following options are non-zero, then the operation is not an identity. */
if (get_node_directional_blur_data().distance != 0.0f) {
return false;
}
if (get_node_directional_blur_data().spin != 0.0f) {
return false;
}
if (get_node_directional_blur_data().zoom != 0.0f) {
return false;
}
return true;
}
NodeDBlurData &get_node_directional_blur_data()
{
return *static_cast<NodeDBlurData *>(bnode().storage);
}
};