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));
31 if (color.w == 1.0f) {
32 copy_v4_v4(output->get_elem(x, y), color);
36 float distance_to_boundary = *distance_to_boundary_buffer.get_elem(x, y);
38 if (distance_to_boundary > max_distance_) {
39 copy_v4_v4(output->get_elem(x, y), color);
43 float4 inpainted_color = float4(inpainted_region.get_elem(x, y));
44 float4 final_color = float4(math::interpolate(inpainted_color, color, color.w).xyz(),
46 copy_v4_v4(output->get_elem(x, y), final_color);
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;
65 float4 color = float4(input->get_elem(x, y));
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;
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;
78 float blur_window_size = math::min(float(max_distance_), distance_to_boundary) /
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;
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);
99 for (const int64_t y : sub_y_range) {
100 for (const int64_t x : IndexRange(size.x)) {
101 int2 texel = int2(x, y);
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);
108 if (offset != int2(0)) {
109 if (float4(input->get_elem_clamped(x + i, y + j)).w < 1.0f) {
110 has_transparent_neighbors = true;
117 bool is_opaque = float4(input->get_elem(x, y)).w == 1.0f;
118 bool is_boundary_pixel = is_opaque && has_transparent_neighbors;
120 int2 jump_flooding_value = initialize_jump_flooding_value(texel, is_boundary_pixel);
122 const size_t index = size_t(y) * size.x + x;
123 boundary[index] = jump_flooding_value;
143 input, flooded_boundary, filled_region, distance_to_boundary, smoothing_radius);
158 flags_.can_be_constant =
true;
MINLINE void copy_v4_v4(float r[4], const float a[4])
#define UNUSED_VARS_NDEBUG(...)
static DBVT_INLINE btScalar size(const btDbvtVolume &a)
void compute_inpainting_region(const MemoryBuffer *input, const MemoryBuffer &inpainted_region, const MemoryBuffer &distance_to_boundary, MemoryBuffer *output)
void update_memory_buffer(MemoryBuffer *output, const rcti &area, Span< MemoryBuffer * > inputs) override
void deinit_execution() override
void inpaint(const MemoryBuffer *input, MemoryBuffer *output)
MemoryBuffer * cached_buffer_
void init_execution() override
bool cached_buffer_ready_
Array< int2 > compute_inpainting_boundary(const MemoryBuffer *input)
void fill_inpainting_region(const MemoryBuffer *input, Span< int2 > flooded_boundary, MemoryBuffer &filled_region, MemoryBuffer &distance_to_boundary_buffer, MemoryBuffer &smoothing_radius_buffer)
void get_area_of_interest(int input_idx, const rcti &output_area, rcti &r_input_area) override
Get input operation area being read by this operation on rendering given output area.
a MemoryBuffer contains access to the data
const rcti & get_rect() const
get the rect of this MemoryBuffer
bool is_a_single_elem() const
float * get_elem(int x, int y)
unsigned int get_height() const
void add_output_socket(DataType datatype)
unsigned int get_width() const
NodeOperationFlags flags_
const rcti & get_canvas() const
void add_input_socket(DataType datatype, ResizeMode resize_mode=ResizeMode::Center)
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))
VecBase< int32_t, 2 > int2
static blender::bke::bNodeSocketTemplate inputs[]