Blender V4.3
COM_InpaintOperation.cc
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1/* SPDX-FileCopyrightText: 2011 Blender Authors
2 *
3 * SPDX-License-Identifier: GPL-2.0-or-later */
4
5#include "BLI_array.hh"
6#include "BLI_math_base.hh"
7#include "BLI_math_numbers.hh"
8#include "BLI_math_vector.h"
9#include "BLI_math_vector.hh"
10#include "BLI_span.hh"
11#include "BLI_task.hh"
12
16
17namespace blender::compositor {
18
20 const MemoryBuffer *input,
21 const MemoryBuffer &inpainted_region,
22 const MemoryBuffer &distance_to_boundary_buffer,
23 MemoryBuffer *output)
24{
25 const int2 size = int2(this->get_width(), this->get_height());
26 threading::parallel_for(IndexRange(size.y), 1, [&](const IndexRange sub_y_range) {
27 for (const int64_t y : sub_y_range) {
28 for (const int64_t x : IndexRange(size.x)) {
29 float4 color = float4(input->get_elem(x, y));
30
31 if (color.w == 1.0f) {
32 copy_v4_v4(output->get_elem(x, y), color);
33 continue;
34 }
35
36 float distance_to_boundary = *distance_to_boundary_buffer.get_elem(x, y);
37
38 if (distance_to_boundary > max_distance_) {
39 copy_v4_v4(output->get_elem(x, y), color);
40 continue;
41 }
42
43 float4 inpainted_color = float4(inpainted_region.get_elem(x, y));
44 float4 final_color = float4(math::interpolate(inpainted_color, color, color.w).xyz(),
45 1.0f);
46 copy_v4_v4(output->get_elem(x, y), final_color);
47 }
48 }
49 });
50}
51
52void InpaintSimpleOperation::fill_inpainting_region(const MemoryBuffer *input,
53 Span<int2> flooded_boundary,
54 MemoryBuffer &filled_region,
55 MemoryBuffer &distance_to_boundary_buffer,
56 MemoryBuffer &smoothing_radius_buffer)
57{
58 const int2 size = int2(this->get_width(), this->get_height());
59 threading::parallel_for(IndexRange(size.y), 1, [&](const IndexRange sub_y_range) {
60 for (const int64_t y : sub_y_range) {
61 for (const int64_t x : IndexRange(size.x)) {
62 int2 texel = int2(x, y);
63 const size_t index = size_t(y) * size.x + x;
64
65 float4 color = float4(input->get_elem(x, y));
66
67 if (color.w == 1.0f) {
68 copy_v4_v4(filled_region.get_elem(x, y), color);
69 *smoothing_radius_buffer.get_elem(x, y) = 0.0f;
70 *distance_to_boundary_buffer.get_elem(x, y) = 0.0f;
71 continue;
72 }
73
74 int2 closest_boundary_texel = flooded_boundary[index];
75 float distance_to_boundary = math::distance(float2(texel), float2(closest_boundary_texel));
76 *distance_to_boundary_buffer.get_elem(x, y) = distance_to_boundary;
77
78 float blur_window_size = math::min(float(max_distance_), distance_to_boundary) /
79 math::numbers::sqrt2;
80 bool skip_smoothing = distance_to_boundary > (max_distance_ * 2.0f);
81 float smoothing_radius = skip_smoothing ? 0.0f : blur_window_size;
82 *smoothing_radius_buffer.get_elem(x, y) = smoothing_radius;
83
84 float4 boundary_color = float4(
85 input->get_elem_clamped(closest_boundary_texel.x, closest_boundary_texel.y));
86 float4 final_color = math::interpolate(boundary_color, color, color.w);
87 copy_v4_v4(filled_region.get_elem(x, y), final_color);
88 }
89 }
90 });
91}
92
93Array<int2> InpaintSimpleOperation::compute_inpainting_boundary(const MemoryBuffer *input)
94{
95 const int2 size = int2(this->get_width(), this->get_height());
96 Array<int2> boundary(size_t(size.x) * size.y);
97
98 threading::parallel_for(IndexRange(size.y), 1, [&](const IndexRange sub_y_range) {
99 for (const int64_t y : sub_y_range) {
100 for (const int64_t x : IndexRange(size.x)) {
101 int2 texel = int2(x, y);
102
103 bool has_transparent_neighbors = false;
104 for (int j = -1; j <= 1; j++) {
105 for (int i = -1; i <= 1; i++) {
106 int2 offset = int2(i, j);
107
108 if (offset != int2(0)) {
109 if (float4(input->get_elem_clamped(x + i, y + j)).w < 1.0f) {
110 has_transparent_neighbors = true;
111 break;
112 }
113 }
114 }
115 }
116
117 bool is_opaque = float4(input->get_elem(x, y)).w == 1.0f;
118 bool is_boundary_pixel = is_opaque && has_transparent_neighbors;
119
120 int2 jump_flooding_value = initialize_jump_flooding_value(texel, is_boundary_pixel);
121
122 const size_t index = size_t(y) * size.x + x;
123 boundary[index] = jump_flooding_value;
124 }
125 }
126 });
127
128 return boundary;
129}
130
131/* Identical to realtime_compositor::InpaintOperation::execute see that function, its
132 * sub-functions and shaders for more details. */
133void InpaintSimpleOperation::inpaint(const MemoryBuffer *input, MemoryBuffer *output)
134{
135 const int2 size = int2(this->get_width(), this->get_height());
136 Array<int2> inpainting_boundary = compute_inpainting_boundary(input);
137 Array<int2> flooded_boundary = jump_flooding(inpainting_boundary, size);
138
139 MemoryBuffer filled_region(DataType::Color, input->get_rect());
140 MemoryBuffer distance_to_boundary(DataType::Value, input->get_rect());
141 MemoryBuffer smoothing_radius(DataType::Value, input->get_rect());
142 fill_inpainting_region(
143 input, flooded_boundary, filled_region, distance_to_boundary, smoothing_radius);
144
145 MemoryBuffer smoothed_region(DataType::Color, input->get_rect());
147 filled_region, smoothed_region, smoothing_radius, R_FILTER_GAUSS, max_distance_);
148
149 compute_inpainting_region(input, smoothed_region, distance_to_boundary, output);
150}
151
152InpaintSimpleOperation::InpaintSimpleOperation()
153{
154 this->add_input_socket(DataType::Color);
155 this->add_output_socket(DataType::Color);
156 cached_buffer_ = nullptr;
157 cached_buffer_ready_ = false;
158 flags_.can_be_constant = true;
159}
160void InpaintSimpleOperation::init_execution()
161{
162 cached_buffer_ = nullptr;
163 cached_buffer_ready_ = false;
164}
165
166void InpaintSimpleOperation::deinit_execution()
167{
168 if (cached_buffer_) {
169 delete cached_buffer_;
170 cached_buffer_ = nullptr;
171 }
172
173 cached_buffer_ready_ = false;
174}
175
176void InpaintSimpleOperation::get_area_of_interest(const int input_idx,
177 const rcti & /*output_area*/,
178 rcti &r_input_area)
179{
180 BLI_assert(input_idx == 0);
181 UNUSED_VARS_NDEBUG(input_idx);
182 r_input_area = this->get_canvas();
183}
184
185void InpaintSimpleOperation::update_memory_buffer(MemoryBuffer *output,
186 const rcti & /*area*/,
188{
189 MemoryBuffer *input = inputs[0];
190
191 if (input->is_a_single_elem()) {
192 copy_v4_v4(output->get_elem(0, 0), input->get_elem(0, 0));
193 return;
194 }
195
196 if (!cached_buffer_ready_) {
197 inpaint(input, output);
198 cached_buffer_ready_ = true;
199 }
200}
201
202} // namespace blender::compositor
#define BLI_assert(a)
Definition BLI_assert.h:50
MINLINE void copy_v4_v4(float r[4], const float a[4])
#define UNUSED_VARS_NDEBUG(...)
@ R_FILTER_GAUSS
void compute_inpainting_region(const MemoryBuffer *input, const MemoryBuffer &inpainted_region, const MemoryBuffer &distance_to_boundary, MemoryBuffer *output)
a MemoryBuffer contains access to the data
Array< int2 > jump_flooding(Span< int2 > input, int2 size)
void symmetric_separable_blur_variable_size(const MemoryBuffer &input, MemoryBuffer &output, const MemoryBuffer &radius, int filter_type, int weights_resolution)
void parallel_for(const IndexRange range, const int64_t grain_size, const Function &function, const TaskSizeHints &size_hints=detail::TaskSizeHints_Static(1))
Definition BLI_task.hh:95
VecBase< int32_t, 2 > int2