Realtime Compositor: Implement bokeh image node
This patch implements the bokeh image node for the realtime compositor. Differential Revision: https://developer.blender.org/D15660 Reviewed By: Clement Foucault
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@ -315,6 +315,7 @@ set(GLSL_SRC
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shaders/common/gpu_shader_common_mix_rgb.glsl
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shaders/compositor/compositor_alpha_crop.glsl
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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_ellipse_mask.glsl
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@ -561,6 +562,7 @@ set(SRC_SHADER_CREATE_INFOS
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shaders/infos/gpu_srgb_to_framebuffer_space_info.hh
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shaders/compositor/infos/compositor_alpha_crop_info.hh
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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_ellipse_mask_info.hh
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@ -0,0 +1,118 @@
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#pragma BLENDER_REQUIRE(common_math_lib.glsl)
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#pragma BLENDER_REQUIRE(gpu_shader_compositor_texture_utilities.glsl)
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/* Get the 2D vertex position of the vertex with the given index in the regular polygon
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* representing this bokeh. The polygon is rotated by the rotation amount and have a unit
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* circumradius. The regular polygon is one whose vertices' exterior angles are given by
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* exterior_angle. See the bokeh function for more information. */
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vec2 get_regular_polygon_vertex_position(int vertex_index)
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{
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float angle = exterior_angle * vertex_index - rotation;
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return vec2(cos(angle), sin(angle));
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}
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/* Find the closest point to the given point on the given line. This assumes the length of the
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* given line is not zero. */
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vec2 closest_point_on_line(vec2 point, vec2 line_start, vec2 line_end)
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{
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vec2 line_vector = line_end - line_start;
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vec2 point_vector = point - line_start;
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float line_length_squared = dot(line_vector, line_vector);
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float parameter = dot(point_vector, line_vector) / line_length_squared;
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return line_start + line_vector * parameter;
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}
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/* Compute the value of the bokeh at the given point. The computed bokeh is essentially a regular
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* polygon centered in space having the given circumradius. The regular polygon is one whose
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* vertices' exterior angles are given by "exterior_angle", which relates to the number of vertices
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* n through the equation "exterior angle = 2 pi / n". The regular polygon may additionally morph
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* into a shape with the given properties:
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*
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* - The regular polygon may have a circular hole in its center whose radius is controlled by the
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* "catadioptric" value.
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* - The regular polygon is rotated by the "rotation" value.
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* - The regular polygon can morph into a circle controlled by the "roundness" value, such that it
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* becomes a full circle at unit roundness.
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*
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* The function returns 0 when the point lies inside the regular polygon and 1 otherwise. However,
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* at the edges, it returns a narrow band gradient as a form of anti-aliasing. */
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float bokeh(vec2 point, float circumradius)
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{
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/* Get the index of the vertex of the regular polygon whose polar angle is maximum but less than
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* the polar angle of the given point, taking rotation into account. This essentially finds the
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* vertex closest to the given point in the clock-wise direction. */
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float angle = mod(atan(point.y, point.x) + rotation, M_2PI);
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int vertex_index = int(angle / exterior_angle);
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/* Compute the shortest distance between the origin and the polygon edge composed from the
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* previously selected vertex and the one following it. */
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vec2 first_vertex = get_regular_polygon_vertex_position(vertex_index) * circumradius;
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vec2 second_vertex = get_regular_polygon_vertex_position(vertex_index + 1) * circumradius;
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vec2 closest_point = closest_point_on_line(point, first_vertex, second_vertex);
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float distance_to_edge = length(closest_point);
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/* Mix the distance to the edge with the circumradius, making it tend to the distance to a
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* circle when roundness tends to 1. */
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float distance_to_edge_round = mix(distance_to_edge, circumradius, roundness);
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/* The point is outside of the bokeh, so we return 0. */
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float distance = length(point);
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if (distance > distance_to_edge_round) {
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return 0.0;
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}
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/* The point is inside the catadioptric hole and is not part of the bokeh, so we return 0. */
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float catadioptric_distance = distance_to_edge_round * catadioptric;
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if (distance < catadioptric_distance) {
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return 0.0;
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}
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/* The point is very close to the edge of the bokeh, so we return the difference between the
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* distance to the edge and the distance as a form of anti-aliasing. */
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if (distance_to_edge_round - distance < 1.0) {
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return distance_to_edge_round - distance;
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}
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/* The point is very close to the edge of the catadioptric hole, so we return the difference
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* between the distance to the hole and the distance as a form of anti-aliasing. */
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if (catadioptric != 0.0 && distance - catadioptric_distance < 1.0) {
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return distance - catadioptric_distance;
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}
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/* Otherwise, the point is part of the bokeh and we return 1. */
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return 1.0;
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}
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void main()
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{
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ivec2 texel = ivec2(gl_GlobalInvocationID.xy);
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/* Since we need the regular polygon to occupy the entirety of the output image, the circumradius
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* of the regular polygon is half the width of the output image. */
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float circumradius = float(imageSize(output_img).x) / 2.0;
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/* Move the texel coordinates such that the regular polygon is centered. */
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vec2 point = vec2(texel) - circumradius;
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/* Each of the color channels of the output image contains a bokeh with a different circumradius.
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* The largest one occupies the whole image as stated above, while the other two have circumradii
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* that are shifted by an amount that is proportional to the "lens_shift" value. The alpha
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* channel of the output is the average of all three values. */
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float min_shift = abs(lens_shift * circumradius);
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float min = mix(bokeh(point, circumradius - min_shift), 0.0, min_shift == circumradius);
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float median_shift = min_shift / 2.0;
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float median = bokeh(point, circumradius - median_shift);
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float max = bokeh(point, circumradius);
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vec4 bokeh = vec4(min, median, max, (max + median + min) / 3.0);
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/* If the lens shift is negative, swap the min and max bokeh values, which are stored in the red
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* and blue channels respectively. Note that we take the absolute value of the lens shift above,
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* so the sign of the lens shift only controls this swap. */
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if (lens_shift < 0) {
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bokeh = bokeh.zyxw;
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}
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imageStore(output_img, texel, bokeh);
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}
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@ -0,0 +1,14 @@
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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_bokeh_image)
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.local_group_size(16, 16)
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.push_constant(Type::FLOAT, "exterior_angle")
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.push_constant(Type::FLOAT, "rotation")
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.push_constant(Type::FLOAT, "roundness")
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.push_constant(Type::FLOAT, "catadioptric")
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.push_constant(Type::FLOAT, "lens_shift")
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.image(0, GPU_RGBA16F, Qualifier::WRITE, ImageType::FLOAT_2D, "output_img")
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.compute_source("compositor_bokeh_image.glsl")
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.do_static_compilation(true);
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@ -5,10 +5,16 @@
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* \ingroup cmpnodes
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*/
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#include "BLI_math_base.h"
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#include "BLI_math_vec_types.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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@ -55,7 +61,50 @@ class BokehImageOperation : public NodeOperation {
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void execute() override
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{
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get_result("Image").allocate_invalid();
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GPUShader *shader = shader_manager().get("compositor_bokeh_image");
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GPU_shader_bind(shader);
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GPU_shader_uniform_1f(shader, "exterior_angle", get_exterior_angle());
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GPU_shader_uniform_1f(shader, "rotation", get_rotation());
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GPU_shader_uniform_1f(shader, "roundness", get_node_bokeh_image().rounding);
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GPU_shader_uniform_1f(shader, "catadioptric", get_node_bokeh_image().catadioptric);
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GPU_shader_uniform_1f(shader, "lens_shift", get_node_bokeh_image().lensshift);
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Result &output = get_result("Image");
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const Domain domain = compute_domain();
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output.allocate_texture(domain);
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output.bind_as_image(shader, "output_img");
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compute_dispatch_threads_at_least(shader, domain.size);
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output.unbind_as_image();
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GPU_shader_unbind();
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}
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Domain compute_domain() override
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{
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return Domain(int2(512));
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}
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NodeBokehImage &get_node_bokeh_image()
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{
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return *static_cast<NodeBokehImage *>(bnode().storage);
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}
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/* The exterior angle is the angle between each two consective vertices of the regular polygon
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* from its center. */
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float get_exterior_angle()
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{
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return (M_PI * 2.0f) / get_node_bokeh_image().flaps;
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}
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float get_rotation()
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{
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/* Offset the rotation such that the second vertex of the regular polygon lies on the positive
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* y axis, which is 90 degrees minus the angle that it makes with the positive x axis assuming
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* the first vertex lies on the positive x axis. */
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const float offset = M_PI_2 - get_exterior_angle();
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return get_node_bokeh_image().angle - offset;
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}
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};
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