diff --git a/stuff/config/current.txt b/stuff/config/current.txt
index 528f706..a2b8954 100644
--- a/stuff/config/current.txt
+++ b/stuff/config/current.txt
@@ -1174,6 +1174,27 @@
- "STD_iwa_PNPerspectiveFx.alpha_rendering" "Alpha Rendering"
- "STD_iwa_PNPerspectiveFx.waveHeight" "Wave Height"
+ - "STD_iwa_SoapBubbleFx" "SoapBubble Iwa"
+ - "STD_iwa_SoapBubbleFx.intensity" "Intensity"
+ - "STD_iwa_SoapBubbleFx.refractiveIndex" "Refractive Index"
+ - "STD_iwa_SoapBubbleFx.thickMax" "Thick Max"
+ - "STD_iwa_SoapBubbleFx.thickMin" "Thick Min"
+ - "STD_iwa_SoapBubbleFx.RGamma" "R Gamma"
+ - "STD_iwa_SoapBubbleFx.GGamma" "G Gamma"
+ - "STD_iwa_SoapBubbleFx.BGamma" "B Gamma"
+ - "STD_iwa_SoapBubbleFx.binarizeThresold" "Threshold"
+ - "STD_iwa_SoapBubbleFx.shapeAspectRatio" "Shape Aspect Ratio"
+ - "STD_iwa_SoapBubbleFx.blurRadius" "Blur Radius"
+ - "STD_iwa_SoapBubbleFx.blurPower" "Power"
+ - "STD_iwa_SoapBubbleFx.normalSampleDistance" "Sample Distance"
+ - "STD_iwa_SoapBubbleFx.noiseSubDepth" "Sub Depth"
+ - "STD_iwa_SoapBubbleFx.noiseResolutionS" "S Resolution"
+ - "STD_iwa_SoapBubbleFx.noiseResolutionT" "T Resolution"
+ - "STD_iwa_SoapBubbleFx.noiseSubCompositeRatio" "Sub Amplitude Ratio"
+ - "STD_iwa_SoapBubbleFx.noiseEvolution" "Evolution"
+ - "STD_iwa_SoapBubbleFx.noiseDepthMixRatio" "Noise to Depth"
+ - "STD_iwa_SoapBubbleFx.noiseThicknessMixRatio" "Noise to Thickness"
+
- STD_iwa_TiledParticlesFx "Tiled Particles Iwa"
diff --git a/stuff/profiles/layouts/fxs/STD_iwa_SoapBubbleFx.xml b/stuff/profiles/layouts/fxs/STD_iwa_SoapBubbleFx.xml
new file mode 100644
index 0000000..1180dbc
--- /dev/null
+++ b/stuff/profiles/layouts/fxs/STD_iwa_SoapBubbleFx.xml
@@ -0,0 +1,33 @@
+
+
+
+
+ intensity
+ refractiveIndex
+ thickMax
+ thickMin
+ RGamma
+ GGamma
+ BGamma
+
+
+
+ binarizeThresold
+ shpeAspectRatio
+ blurRadius
+ blurPower
+
+
+
+
+ normalSampleDistance
+ noiseSubDepth
+ noiseResolutionS
+ noiseResolutionT
+ noiseSubCompositeRatio
+ noiseEvolution
+ noiseDepthMixRatio
+ noiseThicknessMixRatio
+
+
+
diff --git a/stuff/profiles/layouts/fxs/fxs.lst b/stuff/profiles/layouts/fxs/fxs.lst
index 509e17e..2ff0aba 100644
--- a/stuff/profiles/layouts/fxs/fxs.lst
+++ b/stuff/profiles/layouts/fxs/fxs.lst
@@ -115,8 +115,9 @@
STD_inoFogFx
STD_glowFx
STD_lightSpotFx
- STD_raylitFx
+ STD_raylitFx
STD_iwa_SpectrumFx
+ STD_iwa_SoapBubbleFx
STD_targetSpotFx
diff --git a/toonz/sources/stdfx/CMakeLists.txt b/toonz/sources/stdfx/CMakeLists.txt
index 3e45b43..3f78804 100644
--- a/toonz/sources/stdfx/CMakeLists.txt
+++ b/toonz/sources/stdfx/CMakeLists.txt
@@ -71,6 +71,7 @@ set(HEADERS
iwa_noise1234.h
iwa_fresnel.h
iwa_pnperspectivefx.h
+ iwa_soapbubblefx.h
)
set(SOURCES
@@ -244,6 +245,7 @@ set(SOURCES
iwa_simplexnoise.cpp
iwa_noise1234.cpp
iwa_pnperspectivefx.cpp
+ iwa_soapbubblefx.cpp
)
set(OBJCSOURCES
diff --git a/toonz/sources/stdfx/iwa_soapbubblefx.cpp b/toonz/sources/stdfx/iwa_soapbubblefx.cpp
new file mode 100644
index 0000000..24249f6
--- /dev/null
+++ b/toonz/sources/stdfx/iwa_soapbubblefx.cpp
@@ -0,0 +1,714 @@
+/*------------------------------------
+Iwa_SoapBubbleFx
+Generates thin film interference colors from two reference images;
+one is for thickness and the other one is for shape or normal vector
+distribution of the film.
+Inherits Iwa_SpectrumFx.
+------------------------------------*/
+
+#include "iwa_soapbubblefx.h"
+#include "iwa_cie_d65.h"
+#include "iwa_xyz.h"
+
+#include
+#include
+#include
+
+namespace {
+const float PI = 3.14159265f;
+
+#define INF 1e20 /* less than FLT_MAX */
+
+/* dt of 1d function using squared distance */
+static float* dt(float* f, int n, float a = 1.0f) {
+ float* d = new float[n];
+ int* v = new int[n];
+ float* z = new float[n + 1];
+ /* index of rightmost parabola in lower envelope */
+ int k = 0;
+ /* locations of parabolas in lower envelope */
+ v[0] = 0;
+ /* locations of boundaries between parabolas */
+ z[0] = -INF;
+ z[1] = +INF;
+ /* compute lower envelope */
+ for (int q = 1; q <= n - 1; q++) {
+ /* compute intersection */
+ float s =
+ ((f[q] / a + q * q) - (f[v[k]] / a + v[k] * v[k])) / (2 * q - 2 * v[k]);
+ while (s <= z[k]) {
+ k--;
+ s = ((f[q] / a + q * q) - (f[v[k]] / a + v[k] * v[k])) /
+ (2 * q - 2 * v[k]);
+ }
+ k++;
+ v[k] = q;
+ z[k] = s;
+ z[k + 1] = +INF;
+ }
+ k = 0;
+ /* fill in values of distance transform */
+ for (int q = 0; q <= n - 1; q++) {
+ while (z[k + 1] < q) k++;
+ d[q] = a * (q - v[k]) * (q - v[k]) + f[v[k]];
+ }
+
+ delete[] v;
+ delete[] z;
+ return d;
+}
+}
+
+//------------------------------------
+
+Iwa_SoapBubbleFx::Iwa_SoapBubbleFx()
+ : Iwa_SpectrumFx()
+ , m_binarize_threshold(0.5)
+ , m_shape_aspect_ratio(1.0)
+ , m_blur_radius(5.0)
+ , m_blur_power(0.5)
+ , m_normal_sample_distance(1)
+ , m_noise_sub_depth(3)
+ , m_noise_resolution_s(18.0)
+ , m_noise_resolution_t(5.0)
+ , m_noise_sub_composite_ratio(0.5)
+ , m_noise_evolution(0.0)
+ , m_noise_depth_mix_ratio(0.05)
+ , m_noise_thickness_mix_ratio(0.05) {
+ removeInputPort("Source");
+ removeInputPort("Light"); /* not used */
+ addInputPort("Thickness", m_input);
+ addInputPort("Shape", m_shape);
+ addInputPort("Depth", m_depth);
+
+ bindParam(this, "binarizeThresold", m_binarize_threshold);
+ bindParam(this, "shapeAspectRatio", m_shape_aspect_ratio);
+ bindParam(this, "blurRadius", m_blur_radius);
+ bindParam(this, "blurPower", m_blur_power);
+ bindParam(this, "normalSampleDistance", m_normal_sample_distance);
+ bindParam(this, "noiseSubDepth", m_noise_sub_depth);
+ bindParam(this, "noiseResolutionS", m_noise_resolution_s);
+ bindParam(this, "noiseResolutionT", m_noise_resolution_t);
+ bindParam(this, "noiseSubCompositeRatio", m_noise_sub_composite_ratio);
+ bindParam(this, "noiseEvolution", m_noise_evolution);
+ bindParam(this, "noiseDepthMixRatio", m_noise_depth_mix_ratio);
+ bindParam(this, "noiseThicknessMixRatio", m_noise_thickness_mix_ratio);
+
+ m_binarize_threshold->setValueRange(0.01, 0.99);
+ m_shape_aspect_ratio->setValueRange(0.2, 5.0);
+ m_blur_radius->setMeasureName("fxLength");
+ m_blur_radius->setValueRange(0.0, 25.0);
+ m_blur_power->setValueRange(0.01, 5.0);
+
+ m_normal_sample_distance->setValueRange(1, 20);
+ m_noise_sub_depth->setValueRange(1, 5);
+ m_noise_resolution_s->setValueRange(1.0, 40.0);
+ m_noise_resolution_t->setValueRange(1.0, 20.0);
+ m_noise_sub_composite_ratio->setValueRange(0.0, 5.0);
+ m_noise_depth_mix_ratio->setValueRange(0.0, 1.0);
+ m_noise_thickness_mix_ratio->setValueRange(0.0, 1.0);
+}
+
+//------------------------------------
+
+void Iwa_SoapBubbleFx::doCompute(TTile& tile, double frame,
+ const TRenderSettings& settings) {
+ if (!m_input.isConnected()) return;
+ if (!m_shape.isConnected() && !m_depth.isConnected()) return;
+
+ TDimensionI dim(tile.getRaster()->getLx(), tile.getRaster()->getLy());
+ TRectD bBox(tile.m_pos, TPointD(dim.lx, dim.ly));
+
+ /* soap bubble color map */
+ TRasterGR8P bubbleColor_ras(sizeof(float3) * 256 * 256, 1);
+ bubbleColor_ras->lock();
+ float3* bubbleColor_p = (float3*)bubbleColor_ras->getRawData();
+ calcBubbleMap(bubbleColor_p, frame, true);
+
+ /* depth map */
+ TRasterGR8P depth_map_ras(sizeof(float) * dim.lx * dim.ly, 1);
+ depth_map_ras->lock();
+ float* depth_map_p = (float*)depth_map_ras->getRawData();
+
+ /* if the depth image is connected, use it */
+ if (m_depth.isConnected()) {
+ TTile depth_tile;
+ m_depth->allocateAndCompute(depth_tile, bBox.getP00(), dim,
+ tile.getRaster(), frame, settings);
+ TRasterP depthRas = depth_tile.getRaster();
+ depthRas->lock();
+
+ TRaster32P depthRas32 = (TRaster32P)depthRas;
+ TRaster64P depthRas64 = (TRaster64P)depthRas;
+ {
+ if (depthRas32)
+ convertToBrightness(depthRas32, depth_map_p, dim);
+ else if (depthRas64)
+ convertToBrightness(depthRas64, depth_map_p, dim);
+ }
+ depthRas->unlock();
+ }
+ /* or, use the shape image to obtain pseudo depth */
+ else { /* m_shape.isConnected */
+ /* obtain shape image */
+ TTile shape_tile;
+ {
+ TRaster32P tmp(1, 1);
+ m_shape->allocateAndCompute(shape_tile, bBox.getP00(), dim, tmp, frame,
+ settings);
+ }
+ processShape(frame, shape_tile, depth_map_p, dim, settings);
+ }
+
+ /* compute the thickness input and temporarily store to the tile */
+ m_input->compute(tile, frame, settings);
+
+ TRasterGR8P thickness_map_ras(sizeof(float) * dim.lx * dim.ly, 1);
+ thickness_map_ras->lock();
+ float* thickness_map_p = (float*)thickness_map_ras->getRawData();
+ TRasterP thicknessRas = tile.getRaster();
+ TRaster32P ras32 = (TRaster32P)thicknessRas;
+ TRaster64P ras64 = (TRaster64P)thicknessRas;
+ {
+ if (ras32)
+ convertToBrightness(ras32, thickness_map_p, dim);
+ else if (ras64)
+ convertToBrightness(ras64, thickness_map_p, dim);
+ }
+
+ /* process noise */
+ processNoise(thickness_map_p, depth_map_p, dim, frame, settings);
+
+ if (ras32)
+ convertToRaster(ras32, thickness_map_p, depth_map_p,
+ dim, bubbleColor_p);
+ else if (ras64)
+ convertToRaster(ras64, thickness_map_p, depth_map_p,
+ dim, bubbleColor_p);
+
+ thickness_map_ras->unlock();
+ depth_map_ras->unlock();
+ bubbleColor_ras->unlock();
+}
+
+//------------------------------------
+
+template
+void Iwa_SoapBubbleFx::convertToBrightness(const RASTER srcRas, float* dst,
+ TDimensionI dim) {
+ float* dst_p = dst;
+ for (int j = 0; j < dim.ly; j++) {
+ PIXEL* pix = srcRas->pixels(j);
+ for (int i = 0; i < dim.lx; i++, dst_p++, pix++) {
+ float r = (float)pix->r / (float)PIXEL::maxChannelValue;
+ float g = (float)pix->g / (float)PIXEL::maxChannelValue;
+ float b = (float)pix->b / (float)PIXEL::maxChannelValue;
+ /* brightness */
+ *dst_p = 0.298912f * r + 0.586611f * g + 0.114478f * b;
+ }
+ }
+}
+
+//------------------------------------
+
+template
+void Iwa_SoapBubbleFx::convertToRaster(const RASTER ras, float* thickness_map_p,
+ float* depth_map_p, TDimensionI dim,
+ float3* bubbleColor_p) {
+ float* depth_p = depth_map_p;
+ float* thickness_p = thickness_map_p;
+ for (int j = 0; j < dim.ly; j++) {
+ PIXEL* pix = ras->pixels(j);
+ for (int i = 0; i < dim.lx; i++, depth_p++, thickness_p++, pix++) {
+ float alpha = (float)pix->m / PIXEL::maxChannelValue;
+ if (alpha == 0.0f) /* no change for the transparent pixels */
+ continue;
+
+ float coordinate[2];
+ coordinate[0] = 256.0f * std::min(1.0f, *depth_p);
+ coordinate[1] = 256.0f * std::min(1.0f, *thickness_p);
+
+ int neighbors[2][2];
+
+ /* interpolate sampling */
+ if (coordinate[0] <= 0.5f)
+ neighbors[0][0] = 0;
+ else
+ neighbors[0][0] = (int)std::floor(coordinate[0] - 0.5f);
+ if (coordinate[0] >= 255.5f)
+ neighbors[0][1] = 255;
+ else
+ neighbors[0][1] = (int)std::floor(coordinate[0] + 0.5f);
+ if (coordinate[1] <= 0.5f)
+ neighbors[1][0] = 0;
+ else
+ neighbors[1][0] = (int)std::floor(coordinate[1] - 0.5f);
+ if (coordinate[1] >= 255.5f)
+ neighbors[1][1] = 255;
+ else
+ neighbors[1][1] = (int)std::floor(coordinate[1] + 0.5f);
+
+ float interp_ratio[2];
+ interp_ratio[0] = coordinate[0] - 0.5f - std::floor(coordinate[0] - 0.5f);
+ interp_ratio[1] = coordinate[1] - 0.5f - std::floor(coordinate[1] - 0.5f);
+
+ float3 nColors[4] = {
+ bubbleColor_p[neighbors[0][0] * 256 + neighbors[1][0]],
+ bubbleColor_p[neighbors[0][1] * 256 + neighbors[1][0]],
+ bubbleColor_p[neighbors[0][0] * 256 + neighbors[1][1]],
+ bubbleColor_p[neighbors[0][1] * 256 + neighbors[1][1]]};
+
+ float3 color =
+ nColors[0] * (1.0f - interp_ratio[0]) * (1.0f - interp_ratio[1]) +
+ nColors[1] * interp_ratio[0] * (1.0f - interp_ratio[1]) +
+ nColors[2] * (1.0f - interp_ratio[0]) * interp_ratio[1] +
+ nColors[3] * interp_ratio[0] * interp_ratio[1];
+
+ /* clamp */
+ float val = color.x * (float)PIXEL::maxChannelValue + 0.5f;
+ pix->r = (typename PIXEL::Channel)((val > (float)PIXEL::maxChannelValue)
+ ? (float)PIXEL::maxChannelValue
+ : val);
+ val = color.y * (float)PIXEL::maxChannelValue + 0.5f;
+ pix->g = (typename PIXEL::Channel)((val > (float)PIXEL::maxChannelValue)
+ ? (float)PIXEL::maxChannelValue
+ : val);
+ val = color.z * (float)PIXEL::maxChannelValue + 0.5f;
+ pix->b = (typename PIXEL::Channel)((val > (float)PIXEL::maxChannelValue)
+ ? (float)PIXEL::maxChannelValue
+ : val);
+ }
+ }
+}
+
+//------------------------------------
+
+void Iwa_SoapBubbleFx::processShape(double frame, TTile& shape_tile,
+ float* depth_map_p, TDimensionI dim,
+ const TRenderSettings& settings) {
+ TRaster32P shapeRas = shape_tile.getRaster();
+ shapeRas->lock();
+
+ /* binarize the shape image */
+ TRasterGR8P binarized_ras(sizeof(char) * dim.lx * dim.ly, 1);
+ binarized_ras->lock();
+ char* binarized_p = (char*)binarized_ras->getRawData();
+
+ TRasterGR8P distance_ras(sizeof(float) * dim.lx * dim.ly, 1);
+ distance_ras->lock();
+ float* distance_p = (float*)distance_ras->getRawData();
+
+ float binarize_thres = (float)m_binarize_threshold->getValue(frame);
+
+ do_binarize(shapeRas, binarized_p, binarize_thres, distance_p, dim);
+
+ shapeRas->unlock();
+
+ do_distance_transform(distance_p, dim, frame);
+
+ /* create blur filter */
+ float blur_radius = (float)m_blur_radius->getValue(frame) *
+ std::sqrt(std::abs((float)settings.m_affine.det()));
+
+ /* if blur radius is 0, set the distance image to the depth image as-is */
+ if (blur_radius == 0.0f) {
+ float power = (float)m_blur_power->getValue(frame);
+ float* tmp_depth = depth_map_p;
+ float* tmp_dist = distance_p;
+ char* bin_p = binarized_p;
+ for (int i = 0; i < dim.lx * dim.ly;
+ i++, tmp_depth++, tmp_dist++, bin_p++) {
+ if (*bin_p == 0)
+ *tmp_depth = 0.0f;
+ else
+ *tmp_depth = 1.0f - std::pow(*tmp_dist, power);
+ }
+ distance_ras->unlock();
+ binarized_ras->unlock();
+ return;
+ }
+
+ int blur_filter_size = (int)std::floor(blur_radius) * 2 + 1;
+ TRasterGR8P blur_filter_ras(
+ sizeof(float) * blur_filter_size * blur_filter_size, 1);
+ blur_filter_ras->lock();
+ float* blur_filter_p = (float*)blur_filter_ras->getRawData();
+
+ do_createBlurFilter(blur_filter_p, blur_filter_size, blur_radius);
+
+ /* blur filtering, normarize & power */
+ do_applyFilter(depth_map_p, dim, distance_p, binarized_p, blur_filter_p,
+ blur_filter_size, frame);
+
+ distance_ras->unlock();
+ binarized_ras->unlock();
+ blur_filter_ras->unlock();
+}
+
+//------------------------------------
+
+void Iwa_SoapBubbleFx::do_binarize(TRaster32P srcRas, char* dst_p, float thres,
+ float* distance_p, TDimensionI dim) {
+ TPixel32::Channel channelThres =
+ (TPixel32::Channel)(thres * (float)TPixel32::maxChannelValue);
+ char* tmp_p = dst_p;
+ float* tmp_dist = distance_p;
+ for (int j = 0; j < dim.ly; j++) {
+ TPixel32* pix = srcRas->pixels(j);
+ for (int i = 0; i < dim.lx; i++, pix++, tmp_p++, tmp_dist++) {
+ (*tmp_p) = (pix->m > channelThres) ? 1 : 0;
+ (*tmp_dist) = (*tmp_p == 1) ? INF : 0.0f;
+ }
+ }
+}
+
+//------------------------------------
+
+void Iwa_SoapBubbleFx::do_createBlurFilter(float* dst_p, int size,
+ float radius) {
+ float radius2 = radius * radius;
+ float* tmp_p = dst_p;
+ float sum = 0.0f;
+ int rad = (size - 1) / 2;
+ for (int j = -rad; j <= rad; j++) {
+ for (int i = -rad; i <= rad; i++, tmp_p++) {
+ float length2 = (float)i * (float)i + (float)j * (float)j;
+ /* out of range */
+ if (length2 >= radius2)
+ *tmp_p = 0.0f;
+ else {
+ /* normalize distace from the filter center, to 0-1 */
+ *tmp_p = 1.0f - std::sqrt(length2) / radius;
+ sum += *tmp_p;
+ }
+ }
+ }
+ /* normalize */
+ tmp_p = dst_p;
+ for (int i = 0; i < size * size; i++, tmp_p++) {
+ *tmp_p /= sum;
+ }
+}
+//------------------------------------
+
+void Iwa_SoapBubbleFx::do_applyFilter(float* depth_map_p, TDimensionI dim,
+ float* distance_p, char* binarized_p,
+ float* blur_filter_p,
+ int blur_filter_size, double frame) {
+ float power = (float)m_blur_power->getValue(frame);
+
+ memset(depth_map_p, 0, sizeof(float) * dim.lx * dim.ly);
+
+ int fil_margin = (blur_filter_size - 1) / 2;
+ float* dst_p = depth_map_p;
+ char* bin_p = binarized_p;
+ for (int j = 0; j < dim.ly; j++) {
+ for (int i = 0; i < dim.lx; i++, dst_p++, bin_p++) {
+ if (*bin_p == 0) continue;
+
+ float* fil_p = blur_filter_p;
+ for (int fy = j - fil_margin; fy <= j + fil_margin; fy++) {
+ if (fy < 0 || fy >= dim.ly) {
+ fil_p += blur_filter_size;
+ continue;
+ }
+ for (int fx = i - fil_margin; fx <= i + fil_margin; fx++, fil_p++) {
+ if (fx < 0 || fx >= dim.lx) continue;
+
+ *dst_p += *fil_p * distance_p[fy * dim.lx + fx];
+ }
+ }
+ /* power the value */
+ *dst_p = 1.0f - std::pow(*dst_p, power);
+ }
+ }
+}
+
+//------------------------------------
+
+void Iwa_SoapBubbleFx::processNoise(float* thickness_map_p, float* depth_map_p,
+ TDimensionI dim, double frame,
+ const TRenderSettings& settings) {
+ float noise_depth_mix_ratio = (float)m_noise_depth_mix_ratio->getValue(frame);
+ float noise_thickness_mix_ratio =
+ (float)m_noise_thickness_mix_ratio->getValue(frame);
+
+ /* If the noise ratio is 0, do nothing and return */
+ if (noise_depth_mix_ratio == 0.0f && noise_thickness_mix_ratio == 0.0f)
+ return;
+
+ int noise_sub_depth = m_noise_sub_depth->getValue();
+ int noise_resolution_s = (int)m_noise_resolution_s->getValue(frame);
+ int noise_resolution_t = (int)m_noise_resolution_t->getValue(frame);
+ float noise_composite_ratio =
+ (float)m_noise_sub_composite_ratio->getValue(frame);
+ float noise_evolution = (float)m_noise_evolution->getValue(frame);
+
+ /* initialize the phase map */
+ QList noise_amount;
+ QList noise_base_resolution;
+ int whole_noise_amount = 0;
+
+ for (int layer = 0; layer < noise_sub_depth; layer++) {
+ /* noise resolution */
+ /* width: circumferential direction height:distal direction */
+ QSize size;
+ size.setWidth(std::pow(2, layer) * noise_resolution_s);
+ size.setHeight(std::pow(2, layer) * noise_resolution_t + 1);
+ noise_base_resolution.append(size);
+ int amount = size.width() * size.height();
+ noise_amount.append(amount);
+ whole_noise_amount += amount;
+ }
+
+ float* noise_phases = new float[whole_noise_amount];
+ float* ph_p = noise_phases;
+
+ srand(0);
+ /* Set the phase differences (0-2��) */
+ for (int i = 0; i < whole_noise_amount; i++, ph_p++) {
+ *ph_p = (float)rand() / (float)RAND_MAX * 2.0f * PI;
+ }
+
+ /* make noise base */
+ /* compute composite ratio of each layer */
+ QList comp_ratios;
+ comp_ratios.append(10.0f);
+ float ratio_sum = 10.0f;
+ for (int i = 1; i < noise_sub_depth; i++) {
+ comp_ratios.append(comp_ratios.last() * noise_composite_ratio);
+ ratio_sum += comp_ratios.last();
+ }
+ /* normalize */
+ for (int i = 0; i < noise_sub_depth; i++) comp_ratios[i] /= ratio_sum;
+
+ float* noise_base = new float[whole_noise_amount];
+
+ float* nb_p = noise_base;
+ ph_p = noise_phases;
+
+ /* for each sub-noise layer */
+ for (int layer = 0; layer < noise_sub_depth; layer++) {
+ float tmp_evolution = noise_evolution * (float)(layer + 1);
+ for (int i = 0; i < noise_amount[layer]; i++, nb_p++, ph_p++) {
+ *nb_p = comp_ratios[layer] * (cosf(tmp_evolution + *ph_p) / 2.0f + 0.5f);
+ }
+ }
+ delete[] noise_phases;
+
+ TRasterGR8P norm_angle_ras(sizeof(float) * dim.lx * dim.ly, 1);
+ norm_angle_ras->lock();
+ float* norm_angle_p = (float*)norm_angle_ras->getRawData();
+
+ calc_norm_angle(norm_angle_p, depth_map_p, dim, settings.m_shrinkX);
+
+ TRasterGR8P noise_map_ras(sizeof(float) * dim.lx * dim.ly, 1);
+ noise_map_ras->lock();
+ float* noise_map_p = (float*)noise_map_ras->getRawData();
+
+ make_noise_map(noise_map_p, depth_map_p, norm_angle_p, dim, noise_amount,
+ noise_base_resolution, noise_sub_depth, noise_base);
+
+ norm_angle_ras->unlock();
+ delete[] noise_base;
+
+ /* composite with perlin noise */
+ add_noise(thickness_map_p, depth_map_p, dim, noise_map_p,
+ noise_thickness_mix_ratio, noise_depth_mix_ratio);
+
+ noise_map_ras->unlock();
+}
+
+//------------------------------------
+
+void Iwa_SoapBubbleFx::calc_norm_angle(float* norm_angle_p, float* depth_map_p,
+ TDimensionI dim, int shrink) {
+ struct Locals {
+ TDimensionI _dim;
+ const float* _depth_p;
+ float data(int x, int y) {
+ if (x < 0 || _dim.lx <= x || y < 0 || _dim.ly <= y) return 0.0f;
+ return _depth_p[y * _dim.lx + x];
+ }
+ } locals = {dim, depth_map_p};
+
+ int sampleDistance =
+ std::max(1, m_normal_sample_distance->getValue() / shrink);
+ float* dst_p = norm_angle_p;
+
+ for (int j = 0; j < dim.ly; j++) {
+ int sample_y[2] = {j - sampleDistance, j + sampleDistance};
+ if (sample_y[0] < 0) sample_y[0] = 0;
+ if (sample_y[1] >= dim.ly) sample_y[1] = dim.ly - 1;
+
+ for (int i = 0; i < dim.lx; i++, norm_angle_p++) {
+ int sample_x[2] = {i - sampleDistance, i + sampleDistance};
+ if (sample_x[1] >= dim.lx) sample_x[1] = dim.lx - 1;
+ if (sample_x[0] < 0) sample_x[0] = 0;
+
+ float gradient[2];
+ gradient[0] =
+ (locals.data(sample_x[0], j) - locals.data(sample_x[1], j)) /
+ (float)(sample_x[0] - sample_x[1]);
+ gradient[1] =
+ (locals.data(i, sample_y[0]) - locals.data(i, sample_y[1])) /
+ (float)(sample_y[0] - sample_y[1]);
+
+ if (gradient[0] == 0.0f && gradient[1] == 0.0f)
+ *norm_angle_p = 0.0f;
+ else /* normalize value range to 0-1 */
+ *norm_angle_p =
+ 0.5f + std::atan2(gradient[0], gradient[1]) / (2.0f * PI);
+ }
+ }
+}
+
+//------------------------------------
+
+void Iwa_SoapBubbleFx::make_noise_map(float* noise_map_p, float* depth_map_p,
+ float* norm_angle_p, TDimensionI dim,
+ const QList& noise_amount,
+ const QList& noise_base_resolution,
+ int noise_sub_depth, float* noise_base) {
+ float* dst_p = noise_map_p;
+ float* depth_p = depth_map_p;
+ float* norm_p = norm_angle_p;
+
+ for (int j = 0; j < dim.ly; j++) {
+ for (int i = 0; i < dim.lx; i++, dst_p++, depth_p++, norm_p++) {
+ /* Obtain coordinate */
+ /* circumferential direction */
+ float tmp_s = (*norm_p);
+ /* distal direction */
+ float tmp_t = std::min(1.0f, *depth_p);
+
+ /* accumulate noise values */
+ *dst_p = 0.0f;
+ float* noise_layer_base = noise_base;
+ for (int layer = 0; layer < noise_sub_depth; layer++) {
+ /* obtain pseudo polar coords */
+ QSize reso = noise_base_resolution.at(layer);
+ float polar_s =
+ tmp_s * (float)(reso.width()); /* because it is circumferential */
+ float polar_t = tmp_t * (float)(reso.height() - 1);
+
+ /* first, compute circumferential position and ratio */
+ int neighbor_s[2];
+ neighbor_s[0] = (int)std::floor(polar_s);
+ neighbor_s[1] = neighbor_s[0] + 1;
+ if (neighbor_s[0] == reso.width()) neighbor_s[0] = 0;
+ if (neighbor_s[1] >= reso.width()) neighbor_s[1] = 0;
+ float ratio_s = polar_s - std::floor(polar_s);
+
+ /* second, compute distal position and ratio */
+ int neighbor_t[2];
+ neighbor_t[0] = (int)std::floor(polar_t);
+ neighbor_t[1] = neighbor_t[0] + 1;
+ if (neighbor_t[1] == reso.height()) neighbor_t[1] -= 1;
+ float ratio_t = polar_t - std::floor(polar_t);
+
+ *dst_p += noise_interp(neighbor_s[0], neighbor_s[1], neighbor_t[0],
+ neighbor_t[1], ratio_s, ratio_t,
+ noise_layer_base, reso.width());
+
+ /* offset noise pointer */
+ noise_layer_base += noise_amount[layer];
+ }
+ }
+ }
+}
+
+//------------------------------------
+
+float Iwa_SoapBubbleFx::noise_interp(int left, int right, int bottom, int top,
+ float ratio_s, float ratio_t,
+ float* noise_layer_base, int noise_dim_x) {
+ struct Locals {
+ int _dim_x;
+ const float* _noise_p;
+ float data(int x, int y) { return _noise_p[y * _dim_x + x]; }
+ } locals = {noise_dim_x, noise_layer_base};
+
+ float c_ratio_s = (1.0f - cosf(ratio_s * PI)) * 0.5f;
+ float c_ratio_t = (1.0f - cosf(ratio_t * PI)) * 0.5f;
+
+ return locals.data(left, bottom) * (1.0f - c_ratio_s) * (1.0f - c_ratio_t) +
+ locals.data(right, bottom) * c_ratio_s * (1.0f - c_ratio_t) +
+ locals.data(left, top) * (1.0f - c_ratio_s) * c_ratio_t +
+ locals.data(right, top) * c_ratio_s * c_ratio_t;
+}
+
+//------------------------------------
+
+void Iwa_SoapBubbleFx::add_noise(float* thickness_map_p, float* depth_map_p,
+ TDimensionI dim, float* noise_map_p,
+ float noise_thickness_mix_ratio,
+ float noise_depth_mix_ratio) {
+ float one_minus_thickness_ratio = 1.0f - noise_thickness_mix_ratio;
+ float one_minus_depth_ratio = 1.0f - noise_depth_mix_ratio;
+ float* tmp_thickness = thickness_map_p;
+ float* tmp_depth = depth_map_p;
+ float* tmp_noise = noise_map_p;
+
+ for (int j = 0; j < dim.ly; j++) {
+ for (int i = 0; i < dim.lx;
+ i++, tmp_thickness++, tmp_depth++, tmp_noise++) {
+ *tmp_thickness = *tmp_noise * noise_thickness_mix_ratio +
+ *tmp_thickness * one_minus_thickness_ratio;
+ *tmp_depth = *tmp_noise * noise_depth_mix_ratio +
+ *tmp_depth * one_minus_depth_ratio;
+ }
+ }
+}
+//------------------------------------
+
+void Iwa_SoapBubbleFx::do_distance_transform(float* dst_p, TDimensionI dim,
+ double frame) {
+ float ar = (float)m_shape_aspect_ratio->getValue(frame);
+
+ float* f = new float[std::max(dim.lx, dim.ly)];
+
+ float max_val = 0.0f;
+
+ float* tmp_dst = dst_p;
+ /* transform along rows */
+ for (int j = 0; j < dim.ly; j++) {
+ for (int i = 0; i < dim.lx; i++, *tmp_dst++) {
+ f[i] = *tmp_dst;
+ }
+
+ tmp_dst -= dim.lx;
+
+ float* d = dt(f, dim.lx);
+ for (int i = 0; i < dim.lx; i++, tmp_dst++) {
+ *tmp_dst = d[i];
+ }
+ delete[] d;
+ }
+ /* transform along columns */
+ for (int i = 0; i < dim.lx; i++) {
+ for (int j = 0; j < dim.ly; j++) {
+ f[j] = dst_p[j * dim.lx + i];
+ }
+ float* d =
+ dt(f, dim.ly,
+ ar); /* ar : taking account of the aspect ratio of the shape */
+ for (int j = 0; j < dim.ly; j++) {
+ dst_p[j * dim.lx + i] = d[j];
+ if (d[j] > max_val) max_val = d[j];
+ }
+ delete[] d;
+ }
+
+ tmp_dst = dst_p;
+ max_val = std::sqrt(max_val);
+
+ /* square root and normalize */
+ for (int i = 0; i < dim.lx * dim.ly; i++, *tmp_dst++) {
+ *tmp_dst = std::sqrt(*tmp_dst) / max_val;
+ }
+}
+
+//==============================================================================
+
+FX_PLUGIN_IDENTIFIER(Iwa_SoapBubbleFx, "iwa_SoapBubbleFx");
\ No newline at end of file
diff --git a/toonz/sources/stdfx/iwa_soapbubblefx.h b/toonz/sources/stdfx/iwa_soapbubblefx.h
new file mode 100644
index 0000000..2b7acb1
--- /dev/null
+++ b/toonz/sources/stdfx/iwa_soapbubblefx.h
@@ -0,0 +1,88 @@
+#pragma once
+
+/*------------------------------------
+Iwa_SoapBubbleFx
+Generates thin film interference colors from two reference images;
+one is for thickness and the other one is for shape or normal vector
+distribution of the film.
+Inherits Iwa_SpectrumFx.
+------------------------------------*/
+
+#ifndef IWA_SOAPBUBBLE_H
+#define IWA_SOAPBUBBLE_H
+
+#include "iwa_spectrumfx.h"
+
+class Iwa_SoapBubbleFx final : public Iwa_SpectrumFx {
+ FX_PLUGIN_DECLARATION(Iwa_SoapBubbleFx)
+
+protected:
+ /* target shape, used to create a pseudo normal vector */
+ TRasterFxPort m_shape;
+ /* another option, to input a depth map directly */
+ TRasterFxPort m_depth;
+ // shape parameters
+ TDoubleParamP m_binarize_threshold;
+ TDoubleParamP m_shape_aspect_ratio;
+ TDoubleParamP m_blur_radius;
+ TDoubleParamP m_blur_power;
+
+ // noise parameters
+ TIntParamP m_normal_sample_distance;
+ TIntParamP m_noise_sub_depth;
+ TDoubleParamP m_noise_resolution_s;
+ TDoubleParamP m_noise_resolution_t;
+ TDoubleParamP m_noise_sub_composite_ratio;
+ TDoubleParamP m_noise_evolution;
+ TDoubleParamP m_noise_depth_mix_ratio;
+ TDoubleParamP m_noise_thickness_mix_ratio;
+
+ template
+ void convertToBrightness(const RASTER srcRas, float* dst, TDimensionI dim);
+
+ template
+ void convertToRaster(const RASTER ras, float* thickness_map_p,
+ float* depth_map_p, TDimensionI dim,
+ float3* bubbleColor_p);
+
+ void processShape(double frame, TTile& shape_tile, float* depth_map_p,
+ TDimensionI dim, const TRenderSettings& settings);
+
+ void do_binarize(TRaster32P srcRas, char* dst_p, float thres,
+ float* distance_p, TDimensionI dim);
+
+ void do_createBlurFilter(float* dst_p, int size, float radius);
+
+ void do_applyFilter(float* depth_map_p, TDimensionI dim, float* distace_p,
+ char* binarized_p, float* blur_filter_p,
+ int blur_filter_size, double frame);
+
+ void processNoise(float* thickness_map_p, float* depth_map_p, TDimensionI dim,
+ double frame, const TRenderSettings& settings);
+
+ void calc_norm_angle(float* norm_angle_p, float* depth_map_p, TDimensionI dim,
+ int shrink);
+
+ void make_noise_map(float* noise_map_p, float* depth_map_p,
+ float* norm_angle_p, TDimensionI dim,
+ const QList& noise_amount,
+ const QList& noise_base_resolution,
+ int noise_sub_depth, float* noise_base);
+
+ float noise_interp(int left, int right, int bottom, int top, float ratio_s,
+ float ratio_t, float* noise_layer_base, int noise_dim_x);
+
+ void add_noise(float* thickness_map_p, float* depth_map_p, TDimensionI dim,
+ float* noise_map_p, float noise_thickness_mix_ratio,
+ float noise_depth_mix_ratio);
+
+ void do_distance_transform(float* dst_p, TDimensionI dim, double frame);
+
+public:
+ Iwa_SoapBubbleFx();
+
+ void doCompute(TTile& tile, double frame,
+ const TRenderSettings& settings) override;
+};
+
+#endif
\ No newline at end of file
diff --git a/toonz/sources/stdfx/iwa_spectrumfx.cpp b/toonz/sources/stdfx/iwa_spectrumfx.cpp
index 1dec6ee..d743405 100644
--- a/toonz/sources/stdfx/iwa_spectrumfx.cpp
+++ b/toonz/sources/stdfx/iwa_spectrumfx.cpp
@@ -13,25 +13,27 @@ const float PI = 3.14159265f;
}
/*------------------------------------
- シャボン色マップの生成
+ Calculate soap bubble color map
------------------------------------*/
-void Iwa_SpectrumFx::calcBubbleMap(float3 *bubbleColor, double frame) {
- int j, k; /*- bubbleColor[j][k] = [256][3] -*/
- float d; /*- 膜厚(μm) -*/
- int ram; /*- 波長のfor文用 -*/
- float rambda; /*- 波長(μm) -*/
+void Iwa_SpectrumFx::calcBubbleMap(float3 *bubbleColor, double frame,
+ bool computeAngularAxis) {
+ int i, j, k; /* bubbleColor[j][k] = [256][3] */
+ float d; /* Thickness of the film (μm) */
+ int ram; /* rambda iterator */
+ float rambda; /* wavelength of light (μm) */
struct REFLECTIVITY {
- float r_ab, t_ab, r_ba, t_ba; /*- 各境界での振幅反射率、振幅透過率 -*/
- float r_real, r_img; /*- 薄膜の振幅反射率 -*/
- float R; /*- エネルギー反射率 -*/
+ /* transmission and reflection amplitudes for each boundary */
+ float r_ab, t_ab, r_ba, t_ba;
+ float r_real, r_img; /* reflection amplitude of the film */
+ float R; /* energy reflectance */
} p, s;
- float R_final; /*- エネルギー反射率の最終版 -*/
- float phi; /*- 位相 -*/
- float color_x, color_y, color_z; /*- xyz表色系 -*/
+ float R_final; /* combined energy reflectance */
+ float phi; /* phase */
+ float color_x, color_y, color_z; /* xyz color channels */
float temp_rgb_f[3];
- /*- パラメータを得る -*/
+ /* obtain parameters */
float intensity = (float)m_intensity->getValue(frame);
float refractiveIndex = (float)m_refractiveIndex->getValue(frame);
float thickMax = (float)m_thickMax->getValue(frame);
@@ -41,79 +43,99 @@ void Iwa_SpectrumFx::calcBubbleMap(float3 *bubbleColor, double frame) {
(float)m_BGamma->getValue(frame)};
float lensFactor = (float)m_lensFactor->getValue(frame);
- /*- 入射角は0で固定 -*/
-
- /*- 各境界での振幅反射率、振幅透過率の計算(PS偏光とも) -*/
- /*- P偏光 -*/
- p.r_ab = (1.0 - refractiveIndex) / (1.0 + refractiveIndex);
- p.t_ab = (1.0f - p.r_ab) / refractiveIndex;
- p.r_ba = -p.r_ab;
- p.t_ba = (1.0f + p.r_ab) * refractiveIndex;
- /*- S偏光 -*/
- s.r_ab = (1.0 - refractiveIndex) / (1.0 + refractiveIndex);
- s.t_ab = 1.0f + s.r_ab;
- s.r_ba = -s.r_ab;
- s.t_ba = 1.0f - s.r_ab;
-
- for (j = 0; j < 256; j++) { /*- 膜厚d -*/
- /*- 膜厚d(μm)の計算 -*/
- d = thickMin +
- (thickMax - thickMin) * powf(((float)j / 255.0f), lensFactor);
-
- /*- 膜厚が負になることもありうる。その場合は d = 0 に合わせる -*/
- if (d < 0.0f) d = 0.0f;
-
- /*- これから積算するので、XYZ表色系各チャンネルの初期化 -*/
- color_x = 0.0f;
- color_y = 0.0f;
- color_z = 0.0f;
-
- for (ram = 0; ram < 34; ram++) { /*- 波長λ(380nm-710nm) -*/
- /*- 波長λ(μm)の計算 -*/
- rambda = 0.38f + 0.01f * (float)ram;
- /*- 位相の計算 -*/
- phi = 4.0f * PI * refractiveIndex * d / rambda;
- /*- 薄膜の振幅反射率の計算(PS偏光とも) -*/
- /*- P偏光 -*/
- p.r_real = p.r_ab + p.t_ab * p.r_ba * p.t_ba * cosf(phi);
- p.r_img = p.t_ab * p.r_ba * p.t_ba * sinf(phi);
- /*- S偏光 -*/
- s.r_real = s.r_ab + s.t_ab * s.r_ba * s.t_ba * cosf(phi);
- s.r_img = s.t_ab * s.r_ba * s.t_ba * sinf(phi);
-
- p.R = p.r_real * p.r_real + p.r_img * p.r_img;
- s.R = s.r_real * s.r_real + s.r_img * s.r_img;
-
- /*- エネルギー反射率 -*/
- R_final = (p.R + s.R) / 2.0f;
-
- color_x += intensity * cie_d65[ram] * R_final * xyz[ram * 3 + 0];
- color_y += intensity * cie_d65[ram] * R_final * xyz[ram * 3 + 1];
- color_z += intensity * cie_d65[ram] * R_final * xyz[ram * 3 + 2];
-
- } /*- 次のramへ(波長λ) -*/
-
- temp_rgb_f[0] =
- 3.240479f * color_x - 1.537150f * color_y - 0.498535f * color_z;
- temp_rgb_f[1] =
- -0.969256f * color_x + 1.875992f * color_y + 0.041556f * color_z;
- temp_rgb_f[2] =
- 0.055648f * color_x - 0.204043f * color_y + 1.057311f * color_z;
-
- /*- オーバーフローをまるめる -*/
- for (k = 0; k < 3; k++) {
- if (temp_rgb_f[k] < 0.0f) temp_rgb_f[k] = 0.0f;
-
- /*- ガンマ処理 -*/
- temp_rgb_f[k] = powf((temp_rgb_f[k] / 255.0f), rgbGamma[k]);
-
- if (temp_rgb_f[k] >= 1.0f) temp_rgb_f[k] = 1.0f;
- }
- bubbleColor[j].x = temp_rgb_f[0];
- bubbleColor[j].y = temp_rgb_f[1];
- bubbleColor[j].z = temp_rgb_f[2];
+ /* for Iwa_SpectrumFx, incident angle is fixed to 0,
+ for Iwa_SoapBubbleFx, compute for all discrete incident angles*/
+ int i_max = (computeAngularAxis) ? 256 : 1;
+ float3 *bubble_p = bubbleColor;
+
+ /* for each discrete incident angle */
+ for (i = 0; i < i_max; i++) {
+ /* incident angle (radian) */
+ float angle_in = PI / 2.0f / 255.0f * (float)i;
+ /* refraction angle (radian) */
+ float angle_re = asinf(sinf(angle_in) / refractiveIndex);
+
+ /* transmission and reflection amplitudes for each boundary, for each
+ * polarization */
+ float cos_in = cosf(angle_in);
+ float cos_re = cosf(angle_re);
+ // P-polarized light
+ p.r_ab = (cos_re - refractiveIndex * cos_in) /
+ (cos_re + refractiveIndex * cos_re);
+ p.t_ab = (1.0f - p.r_ab) / refractiveIndex;
+ p.r_ba = -p.r_ab;
+ p.t_ba = (1.0f + p.r_ab) * refractiveIndex;
+ // S-polarized light
+ s.r_ab = (cos_in - refractiveIndex * cos_re) /
+ (cos_in + refractiveIndex * cos_re);
+ s.t_ab = 1.0f + s.r_ab;
+ s.r_ba = -s.r_ab;
+ s.t_ba = 1.0f - s.r_ab;
+
+ /* for each discrete thickness */
+ for (j = 0; j < 256; j++) {
+ /* calculate the thickness of film (μm) */
+ d = thickMin +
+ (thickMax - thickMin) * powf(((float)j / 255.0f), lensFactor);
+
+ /* there may be a case that the thickness is smaller than 0 */
+ if (d < 0.0f) d = 0.0f;
+
+ /* initialize XYZ color channels */
+ color_x = 0.0f;
+ color_y = 0.0f;
+ color_z = 0.0f;
+
+ /* for each wavelength (in the range of visible light, 380nm-710nm) */
+ for (ram = 0; ram < 34; ram++) {
+ /* wavelength `λ` (μm) */
+ rambda = 0.38f + 0.01f * (float)ram;
+ /* phase of light */
+ phi = 4.0f * PI * refractiveIndex * d * cos_re / rambda;
+ /* reflection amplitude of the film for each polarization */
+ // P-polarized light
+ p.r_real = p.r_ab + p.t_ab * p.r_ba * p.t_ba * cosf(phi);
+ p.r_img = p.t_ab * p.r_ba * p.t_ba * sinf(phi);
+ // S-polarized light
+ s.r_real = s.r_ab + s.t_ab * s.r_ba * s.t_ba * cosf(phi);
+ s.r_img = s.t_ab * s.r_ba * s.t_ba * sinf(phi);
+
+ p.R = p.r_real * p.r_real + p.r_img * p.r_img;
+ s.R = s.r_real * s.r_real + s.r_img * s.r_img;
+
+ /* combined energy reflectance */
+ R_final = (p.R + s.R) / 2.0f;
+
+ /* accumulate XYZ channel values */
+ color_x += intensity * cie_d65[ram] * R_final * xyz[ram * 3 + 0];
+ color_y += intensity * cie_d65[ram] * R_final * xyz[ram * 3 + 1];
+ color_z += intensity * cie_d65[ram] * R_final * xyz[ram * 3 + 2];
+
+ } /* next wavelength (ram) */
+
+ temp_rgb_f[0] =
+ 3.240479f * color_x - 1.537150f * color_y - 0.498535f * color_z;
+ temp_rgb_f[1] =
+ -0.969256f * color_x + 1.875992f * color_y + 0.041556f * color_z;
+ temp_rgb_f[2] =
+ 0.055648f * color_x - 0.204043f * color_y + 1.057311f * color_z;
+
+ /* clamp overflows */
+ for (k = 0; k < 3; k++) {
+ if (temp_rgb_f[k] < 0.0f) temp_rgb_f[k] = 0.0f;
+
+ /* gamma adjustment */
+ temp_rgb_f[k] = powf((temp_rgb_f[k] / 255.0f), rgbGamma[k]);
+
+ if (temp_rgb_f[k] >= 1.0f) temp_rgb_f[k] = 1.0f;
+ }
+ bubble_p->x = temp_rgb_f[0];
+ bubble_p->y = temp_rgb_f[1];
+ bubble_p->z = temp_rgb_f[2];
+ bubble_p++;
- } /*- 次のjへ(膜厚d) -*/
+ } /*- next thickness d (j) -*/
+ } /*- next incident angle (i) -*/
}
//------------------------------------
diff --git a/toonz/sources/stdfx/iwa_spectrumfx.h b/toonz/sources/stdfx/iwa_spectrumfx.h
index 6d73b75..e0ddf70 100644
--- a/toonz/sources/stdfx/iwa_spectrumfx.h
+++ b/toonz/sources/stdfx/iwa_spectrumfx.h
@@ -14,12 +14,14 @@
struct float3 {
float x, y, z;
+ float3 operator*(const float &a) { return {x * a, y * a, z * a}; }
+ float3 operator+(const float3 &a) { return {x + a.x, y + a.y, z + a.z}; }
};
struct float4 {
float x, y, z, w;
};
-class Iwa_SpectrumFx final : public TStandardRasterFx {
+class Iwa_SpectrumFx : public TStandardRasterFx {
FX_PLUGIN_DECLARATION(Iwa_SpectrumFx)
protected:
@@ -38,7 +40,8 @@ protected:
TDoubleParamP m_lightIntensity;
/*- シャボン色マップの生成 -*/
- void calcBubbleMap(float3 *bubbleColor, double frame);
+ void calcBubbleMap(float3 *bubbleColor, double frame,
+ bool computeAngularAxis = false);
template
void convertRaster(const RASTER ras, TDimensionI dim, float3 *bubbleColor);