New compositor node "Sun Beams"

This allows adding a "fake" sun beam effect, simulating crepuscular rays
from light being scattered in a medium like the atmosphere or deep water.
Such effects can be created also by renderers using volumetric lighting,
but the compositor feature is a lot cheaper and is independent from 3D
rendering. This makes it ideally suited for motion graphics.

The implementation uses am optimized accumulation method for gathering
color values along a line segment. The inner buffer loop uses fixed
offset increments to avoid unnecessary multiplications and avoids
variables by using compile-time specialization (see inline comments
for further details).
This commit is contained in:
Lukas Tönne 2014-07-26 12:59:29 +02:00
parent 08725cce5a
commit e15cdec2d4
16 changed files with 544 additions and 1 deletions

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@ -318,6 +318,7 @@ compositor_node_categories = [
NodeItem("CompositorNodeInpaint"),
NodeItem("CompositorNodeDBlur"),
NodeItem("CompositorNodePixelate"),
NodeItem("CompositorNodeSunBeams"),
]),
CompositorNodeCategory("CMP_OP_VECTOR", "Vector", items=[
NodeItem("CompositorNodeNormal"),

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@ -894,6 +894,7 @@ void ntreeGPUMaterialNodes(struct bNodeTree *ntree, struct GPUMateria
#define CMP_NODE_GLARE 301
#define CMP_NODE_TONEMAP 302
#define CMP_NODE_LENSDIST 303
#define CMP_NODE_SUNBEAMS 304
#define CMP_NODE_COLORCORRECTION 312
#define CMP_NODE_MASK_BOX 313

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@ -3406,6 +3406,7 @@ static void registerCompositNodes(void)
register_node_type_cmp_inpaint();
register_node_type_cmp_despeckle();
register_node_type_cmp_defocus();
register_node_type_cmp_sunbeams();
register_node_type_cmp_valtorgb();
register_node_type_cmp_rgbtobw();

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@ -175,6 +175,11 @@ set(SRC
nodes/COM_GlareNode.cpp
nodes/COM_GlareNode.h
nodes/COM_SunBeamsNode.cpp
nodes/COM_SunBeamsNode.h
operations/COM_SunBeamsOperation.cpp
operations/COM_SunBeamsOperation.h
nodes/COM_CornerPinNode.cpp
nodes/COM_CornerPinNode.h
nodes/COM_PlaneTrackDeformNode.cpp

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@ -99,6 +99,7 @@ extern "C" {
#include "COM_SetValueOperation.h"
#include "COM_SplitViewerNode.h"
#include "COM_Stabilize2dNode.h"
#include "COM_SunBeamsNode.h"
#include "COM_SwitchNode.h"
#include "COM_TextureNode.h"
#include "COM_TimeNode.h"
@ -394,6 +395,9 @@ Node *Converter::convert(bNode *b_node)
case CMP_NODE_CORNERPIN:
node = new CornerPinNode(b_node);
break;
case CMP_NODE_SUNBEAMS:
node = new SunBeamsNode(b_node);
break;
}
return node;
}

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@ -0,0 +1,42 @@
/*
* Copyright 2014, Blender Foundation.
*
* This program is free software; you can redistribute it and/or
* modify it under the terms of the GNU General Public License
* as published by the Free Software Foundation; either version 2
* of the License, or (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software Foundation,
* Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
*
* Contributor:
* Lukas Toenne
*/
#include "COM_SunBeamsNode.h"
#include "COM_SunBeamsOperation.h"
SunBeamsNode::SunBeamsNode(bNode *editorNode) : Node(editorNode)
{
/* pass */
}
void SunBeamsNode::convertToOperations(NodeConverter &converter, const CompositorContext &context) const
{
NodeInput *inputSocket = this->getInputSocket(0);
NodeOutput *outputSocket = this->getOutputSocket(0);
NodeSunBeams *data = (NodeSunBeams *)getbNode()->storage;
SunBeamsOperation *operation = new SunBeamsOperation();
operation->setData(*data);
converter.addOperation(operation);
converter.mapInputSocket(inputSocket, operation->getInputSocket(0));
converter.mapOutputSocket(outputSocket, operation->getOutputSocket(0));
}

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@ -0,0 +1,37 @@
/*
* Copyright 2014, Blender Foundation.
*
* This program is free software; you can redistribute it and/or
* modify it under the terms of the GNU General Public License
* as published by the Free Software Foundation; either version 2
* of the License, or (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software Foundation,
* Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
*
* Contributor:
* Lukas Toenne
*/
#ifndef _COM_SunBeamsNode_h_
#define _COM_SunBeamsNode_h_
#include "COM_Node.h"
/**
* @brief SunBeamsNode
* @ingroup Node
*/
class SunBeamsNode : public Node {
public:
SunBeamsNode(bNode *editorNode);
void convertToOperations(NodeConverter &converter, const CompositorContext &context) const;
};
#endif

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@ -0,0 +1,303 @@
/*
* Copyright 2014, Blender Foundation.
*
* This program is free software; you can redistribute it and/or
* modify it under the terms of the GNU General Public License
* as published by the Free Software Foundation; either version 2
* of the License, or (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software Foundation,
* Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
*
* Contributor:
* Lukas Toenne
*/
#include "MEM_guardedalloc.h"
#include "COM_SunBeamsOperation.h"
SunBeamsOperation::SunBeamsOperation() : NodeOperation()
{
this->addInputSocket(COM_DT_COLOR);
this->addOutputSocket(COM_DT_COLOR);
this->setResolutionInputSocketIndex(0);
this->setComplex(true);
}
void SunBeamsOperation::initExecution()
{
/* convert to pixels */
this->m_source_px[0] = this->m_data.source[0] * this->getWidth();
this->m_source_px[1] = this->m_data.source[1] * this->getHeight();
this->m_ray_length_px = this->m_data.ray_length * max(this->getWidth(), this->getHeight());
}
/**
* Defines a line accumulator for a specific sector,
* given by the four matrix entries that rotate from buffer space into the sector
*
* (x,y) is used to designate buffer space coordinates
* (u,v) is used to designate sector space coordinates
*
* For a target point (x,y) the sector should be chosen such that
* ``u >= v >= 0``
* This removes the need to handle all sorts of special cases.
*/
template <int fxx, int fxy, int fyx, int fyy>
struct BufferLineAccumulator {
/* utility functions implementing the matrix transform to/from sector space */
static inline void buffer_to_sector(int x, int y, int &u, int &v)
{
u = x * fxx + y * fyx;
v = x * fxy + y * fyy;
}
static inline void buffer_to_sector(float x, float y, float &u, float &v)
{
u = x * fxx + y * fyx;
v = x * fxy + y * fyy;
}
static inline void sector_to_buffer(int u, int v, int &x, int &y)
{
x = u * fxx + v * fxy;
y = u * fyx + v * fyy;
}
static inline void sector_to_buffer(float u, float v, float &x, float &y)
{
x = u * fxx + v * fxy;
y = u * fyx + v * fyy;
}
/**
* Set up the initial buffer pointer and calculate necessary variables for looping.
*
* Note that sector space is centered around the "source" point while the loop starts
* at dist_min from the target pt. This way the loop can be cancelled as soon as it runs
* out of the buffer rect, because no pixels further along the line can contribute.
*
* \param x, y Start location in the buffer
* \param num Total steps in the loop
* \param v, dv Vertical offset in sector space, for line offset perpendicular to the loop axis
*/
static float *init_buffer_iterator(MemoryBuffer *input, const float source[2], const float pt_ofs[2],
float dist_min, float dist_max,
int &x, int &y, int &num, float &v, float &dv)
{
float pu, pv;
buffer_to_sector(pt_ofs[0], pt_ofs[1], pu, pv);
/* line angle */
float tan_phi = pv / pu;
float cos_phi = 1.0f / sqrtf(tan_phi * tan_phi + 1.0f);
float umin = pu - cos_phi * dist_min;
float umax = pu - cos_phi * dist_max;
v = umin * tan_phi;
dv = tan_phi;
sector_to_buffer(umin, v, x, y);
x += source[0];
y += source[1];
num = (int)ceilf(umin) - max_ii((int)floorf(umax), 1);
float *iter = input->getBuffer() + COM_NUMBER_OF_CHANNELS * (x + input->getWidth() * y);
return iter;
}
/**
* Perform the actual accumulation along a ray segment from source to pt.
* Only pixels withing dist_min..dist_max contribute.
*
* The loop runs backwards(!) over the primary sector space axis u, i.e. increasing distance to pt.
* After each step it decrements v by dv < 1, adding a buffer shift when necesserary.
*/
static void eval(MemoryBuffer *input, float output[4], const float pt_ofs[2], const float source[2],
float dist_min, float dist_max)
{
rcti rect = *input->getRect();
int buffer_width = input->getWidth();
int x, y, num;
float v, dv;
/* initialise the iteration variables */
float *buffer = init_buffer_iterator(input, source, pt_ofs, dist_min, dist_max, x, y, num, v, dv);
float falloff_factor = num > 1 ? 1.0f / (float)(num - 1) : 0.0f;
int tot = 0;
/* v_local keeps track of when to decrement v (see below) */
float v_local = v - floorf(v);
for (int i = 0; i < num; i++) {
/* range check, abort when running beyond the image border */
if (x < rect.xmin || x >= rect.xmax || y < rect.ymin || y >= rect.ymax)
break;
float f = 1.0f - (float)i * falloff_factor;
madd_v4_v4fl(output, buffer, buffer[3] * f * f);
/* TODO implement proper filtering here, see
* http://en.wikipedia.org/wiki/Lanczos_resampling
* http://en.wikipedia.org/wiki/Sinc_function
*
* using lanczos with x = distance from the line segment,
* normalized to a == 0.5f, could give a good result
*
* for now just count samples and divide equally at the end ...
*/
tot++;
/* decrement u */
x -= fxx;
y -= fyx;
buffer -= (fxx + fyx * buffer_width) * COM_NUMBER_OF_CHANNELS;
/* decrement v (in steps of dv < 1) */
v_local -= dv;
if (v_local < 0.0f) {
v_local += 1.0f;
x -= fxy;
y -= fyy;
buffer -= (fxy + fyy * buffer_width) * COM_NUMBER_OF_CHANNELS;
}
}
/* normalize */
if (num > 0) {
mul_v4_fl(output, 1.0f / (float)num);
}
}
};
/**
* Dispatch function which selects an appropriate accumulator based on the sector of the target point,
* relative to the source.
*
* The BufferLineAccumulator defines the actual loop over the buffer, with an efficient inner loop
* due to using compile time constants instead of a local matrix variable defining the sector space.
*/
static void accumulate_line(MemoryBuffer *input, float output[4], const float co[2], const float source[2],
float dist_min, float dist_max)
{
/* coordinates relative to source */
float pt_ofs[2] = {co[0] - source[0], co[1] - source[1]};
/* The source sectors are defined like so:
*
* \ 3 | 2 /
* \ | /
* 4 \ | / 1
* \|/
* -----------
* /|\
* 5 / | \ 8
* / | \
* / 6 | 7 \
*
* The template arguments encode the transformation into "sector space",
* by means of rotation/mirroring matrix elements.
*/
if (fabsf(pt_ofs[1]) > fabsf(pt_ofs[0])) {
if (pt_ofs[0] > 0.0f) {
if (pt_ofs[1] > 0.0f) {
/* 2 */
BufferLineAccumulator<0, 1, 1, 0>::eval(input, output, pt_ofs, source, dist_min, dist_max);
}
else {
/* 7 */
BufferLineAccumulator<0, 1, -1, 0>::eval(input, output, pt_ofs, source, dist_min, dist_max);
}
}
else {
if (pt_ofs[1] > 0.0f) {
/* 3 */
BufferLineAccumulator<0, -1, 1, 0>::eval(input, output, pt_ofs, source, dist_min, dist_max);
}
else {
/* 6 */
BufferLineAccumulator<0, -1, -1, 0>::eval(input, output, pt_ofs, source, dist_min, dist_max);
}
}
}
else {
if (pt_ofs[0] > 0.0f) {
if (pt_ofs[1] > 0.0f) {
/* 1 */
BufferLineAccumulator< 1, 0, 0, 1>::eval(input, output, pt_ofs, source, dist_min, dist_max);
}
else {
/* 8 */
BufferLineAccumulator< 1, 0, 0, -1>::eval(input, output, pt_ofs, source, dist_min, dist_max);
}
}
else {
if (pt_ofs[1] > 0.0f) {
/* 4 */
BufferLineAccumulator<-1, 0, 0, 1>::eval(input, output, pt_ofs, source, dist_min, dist_max);
}
else {
/* 5 */
BufferLineAccumulator<-1, 0, 0, -1>::eval(input, output, pt_ofs, source, dist_min, dist_max);
}
}
}
}
void *SunBeamsOperation::initializeTileData(rcti *rect)
{
void *buffer = getInputOperation(0)->initializeTileData(NULL);
return buffer;
}
void SunBeamsOperation::executePixel(float output[4], int x, int y, void *data)
{
const float co[2] = {(float)x, (float)y};
accumulate_line((MemoryBuffer *)data, output, co, this->m_source_px, 0.0f, this->m_ray_length_px);
}
static void calc_ray_shift(rcti *rect, float x, float y, const float source[2], float ray_length)
{
float co[2] = {x, y};
float dir[2], dist;
/* move (x,y) vector toward the source by ray_length distance */
sub_v2_v2v2(dir, co, source);
dist = normalize_v2(dir);
mul_v2_fl(dir, min_ff(dist, ray_length));
sub_v2_v2(co, dir);
int ico[2] = {(int)co[0], (int)co[1]};
BLI_rcti_do_minmax_v(rect, ico);
}
bool SunBeamsOperation::determineDependingAreaOfInterest(rcti *input, ReadBufferOperation *readOperation, rcti *output)
{
/* Enlarges the rect by moving each corner toward the source.
* This is the maximum distance that pixels can influence each other
* and gives a rect that contains all possible accumulated pixels.
*/
rcti rect = *input;
calc_ray_shift(&rect, input->xmin, input->ymin, this->m_source_px, this->m_ray_length_px);
calc_ray_shift(&rect, input->xmin, input->ymax, this->m_source_px, this->m_ray_length_px);
calc_ray_shift(&rect, input->xmax, input->ymin, this->m_source_px, this->m_ray_length_px);
calc_ray_shift(&rect, input->xmax, input->ymax, this->m_source_px, this->m_ray_length_px);
return NodeOperation::determineDependingAreaOfInterest(&rect, readOperation, output);
}

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@ -0,0 +1,48 @@
/*
* Copyright 2014, Blender Foundation.
*
* This program is free software; you can redistribute it and/or
* modify it under the terms of the GNU General Public License
* as published by the Free Software Foundation; either version 2
* of the License, or (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software Foundation,
* Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
*
* Contributor:
* Lukas Toenne
*/
#ifndef _COM_SunBeamsOperation_h
#define _COM_SunBeamsOperation_h
#include "COM_NodeOperation.h"
class SunBeamsOperation : public NodeOperation {
public:
SunBeamsOperation();
void executePixel(float output[4], int x, int y, void *data);
void initExecution();
void *initializeTileData(rcti *rect);
bool determineDependingAreaOfInterest(rcti *input, ReadBufferOperation *readOperation, rcti *output);
void setData(const NodeSunBeams &data) { m_data = data; }
private:
NodeSunBeams m_data;
float m_source_px[2];
float m_ray_length_px;
};
#endif

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@ -2307,6 +2307,12 @@ static void node_composit_buts_cornerpin(uiLayout *UNUSED(layout), bContext *UNU
{
}
static void node_composit_buts_sunbeams(uiLayout *layout, bContext *UNUSED(C), PointerRNA *ptr)
{
uiItemR(layout, ptr, "source", UI_ITEM_R_EXPAND, "", ICON_NONE);
uiItemR(layout, ptr, "ray_length", UI_ITEM_R_SLIDER, NULL, ICON_NONE);
}
/* only once called */
static void node_composit_set_butfunc(bNodeType *ntype)
{
@ -2531,6 +2537,9 @@ static void node_composit_set_butfunc(bNodeType *ntype)
case CMP_NODE_CORNERPIN:
ntype->draw_buttons = node_composit_buts_cornerpin;
break;
case CMP_NODE_SUNBEAMS:
ntype->draw_buttons = node_composit_buts_sunbeams;
break;
}
}

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@ -852,6 +852,12 @@ typedef struct NodeShaderUVMap {
char uv_map[64];
} NodeShaderUVMap;
typedef struct NodeSunBeams {
float source[2];
float ray_length;
} NodeSunBeams;
/* script node mode */
#define NODE_SCRIPT_INTERNAL 0
#define NODE_SCRIPT_EXTERNAL 1

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@ -6187,6 +6187,27 @@ static void def_cmp_planetrackdeform(StructRNA *srna)
RNA_def_property_update(prop, NC_NODE | NA_EDITED, "rna_Node_update");
}
static void def_cmp_sunbeams(StructRNA *srna)
{
PropertyRNA *prop;
RNA_def_struct_sdna_from(srna, "NodeSunBeams", "storage");
prop = RNA_def_property(srna, "source", PROP_FLOAT, PROP_NONE);
RNA_def_property_float_sdna(prop, NULL, "source");
RNA_def_property_range(prop, -100.0f, 100.0f);
RNA_def_property_ui_range(prop, -10.0f, 10.0f, 10, 3);
RNA_def_property_ui_text(prop, "Source", "Source point of rays as a factor of the image width & height");
RNA_def_property_update(prop, NC_NODE | NA_EDITED, "rna_Node_update");
prop = RNA_def_property(srna, "ray_length", PROP_FLOAT, PROP_UNSIGNED);
RNA_def_property_float_sdna(prop, NULL, "ray_length");
RNA_def_property_range(prop, 0.0f, 100.0f);
RNA_def_property_ui_range(prop, 0.0f, 1.0f, 10, 3);
RNA_def_property_ui_text(prop, "Ray Length", "Length of rays as a factor of the image size");
RNA_def_property_update(prop, NC_NODE | NA_EDITED, "rna_Node_update");
}
/* -- Texture Nodes --------------------------------------------------------- */
static void def_tex_output(StructRNA *srna)

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@ -105,6 +105,7 @@ set(SRC
composite/nodes/node_composite_setalpha.c
composite/nodes/node_composite_splitViewer.c
composite/nodes/node_composite_stabilize2d.c
composite/nodes/node_composite_sunbeams.c
composite/nodes/node_composite_texture.c
composite/nodes/node_composite_tonemap.c
composite/nodes/node_composite_trackpos.c

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@ -125,7 +125,7 @@ void register_node_type_cmp_mask(void);
void register_node_type_cmp_glare(void);
void register_node_type_cmp_tonemap(void);
void register_node_type_cmp_lensdist(void);
void register_node_type_cmp_sunbeams(void);
void register_node_type_cmp_colorcorrection(void);
void register_node_type_cmp_boxmask(void);

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@ -208,6 +208,7 @@ DefNode( CompositorNode, CMP_NODE_TRACKPOS, def_cmp_trackpos, "TRACK
DefNode( CompositorNode, CMP_NODE_PIXELATE, 0, "PIXELATE", Pixelate, "Pixelate", "" )
DefNode( CompositorNode, CMP_NODE_PLANETRACKDEFORM,def_cmp_planetrackdeform,"PLANETRACKDEFORM",PlaneTrackDeform,"Plane Track Deform","" )
DefNode( CompositorNode, CMP_NODE_CORNERPIN, 0, "CORNERPIN", CornerPin, "Corner Pin", "" )
DefNode( CompositorNode, CMP_NODE_SUNBEAMS, def_cmp_sunbeams, "SUNBEAMS", SunBeams, "Sun Beams", "" )
DefNode( TextureNode, TEX_NODE_OUTPUT, def_tex_output, "OUTPUT", Output, "Output", "" )
DefNode( TextureNode, TEX_NODE_CHECKER, 0, "CHECKER", Checker, "Checker", "" )

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@ -0,0 +1,63 @@
/*
* ***** BEGIN GPL LICENSE BLOCK *****
*
* This program is free software; you can redistribute it and/or
* modify it under the terms of the GNU General Public License
* as published by the Free Software Foundation; either version 2
* of the License, or (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software Foundation,
* Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
*
* The Original Code is Copyright (C) 2014 Blender Foundation.
* All rights reserved.
*
* The Original Code is: all of this file.
*
* Contributor(s): Lukas Toenne
*
* ***** END GPL LICENSE BLOCK *****
*/
/** \file blender/nodes/composite/nodes/node_composite_sunbeams.c
* \ingroup cmpnodes
*/
#include "node_composite_util.h"
static bNodeSocketTemplate inputs[] = {
{ SOCK_RGBA, 1, N_("Image"), 1.0f, 1.0f, 1.0f, 1.0f},
{ -1, 0, "" }
};
static bNodeSocketTemplate outputs[] = {
{ SOCK_RGBA, 0, N_("Image")},
{ -1, 0, "" }
};
static void init(bNodeTree *UNUSED(ntree), bNode *node)
{
NodeSunBeams *data = MEM_callocN(sizeof(NodeSunBeams), "sun beams node");
data->source[0] = 0.5f;
data->source[1] = 0.5f;
node->storage = data;
}
void register_node_type_cmp_sunbeams(void)
{
static bNodeType ntype;
cmp_node_type_base(&ntype, CMP_NODE_SUNBEAMS, "Sun Beams", NODE_CLASS_OP_FILTER, 0);
node_type_socket_templates(&ntype, inputs, outputs);
node_type_init(&ntype, init);
node_type_storage(&ntype, "NodeSunBeams", node_free_standard_storage, node_copy_standard_storage);
nodeRegisterType(&ntype);
}