90 lines
2.5 KiB
C++
90 lines
2.5 KiB
C++
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/*
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* Copyright 2012, Blender Foundation.
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*
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* This program is free software; you can redistribute it and/or
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* modify it under the terms of the GNU General Public License
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* as published by the Free Software Foundation; either version 2
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* of the License, or (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, write to the Free Software Foundation,
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* Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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*
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* Contributor:
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* Jeroen Bakker
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* Monique Dewanchand
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* Sergey Sharybin
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*/
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#include "COM_KeyingDispillOperation.h"
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#include "MEM_guardedalloc.h"
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#include "BLI_listbase.h"
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#include "BLI_math.h"
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static int get_pixel_primary_channel(float *pixel)
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{
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float max_value = MAX3(pixel[0], pixel[1], pixel[2]);
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if (max_value == pixel[0])
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return 0;
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else if (max_value == pixel[1])
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return 1;
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return 2;
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}
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KeyingDispillOperation::KeyingDispillOperation(): NodeOperation()
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{
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this->addInputSocket(COM_DT_COLOR);
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this->addInputSocket(COM_DT_COLOR);
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this->addOutputSocket(COM_DT_COLOR);
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this->dispillFactor = 0.5f;
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this->pixelReader = NULL;
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this->screenReader = NULL;
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}
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void KeyingDispillOperation::initExecution()
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{
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this->pixelReader = this->getInputSocketReader(0);
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this->screenReader = this->getInputSocketReader(1);
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}
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void KeyingDispillOperation::deinitExecution()
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{
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this->pixelReader = NULL;
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this->screenReader = NULL;
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}
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void KeyingDispillOperation::executePixel(float *color, float x, float y, PixelSampler sampler, MemoryBuffer *inputBuffers[])
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{
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float pixelColor[4];
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float screenColor[4];
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this->pixelReader->read(pixelColor, x, y, sampler, inputBuffers);
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this->screenReader->read(screenColor, x, y, sampler, inputBuffers);
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int screen_primary_channel = get_pixel_primary_channel(screenColor);
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float average_value, amount;
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average_value = (pixelColor[0] + pixelColor[1] + pixelColor[2] - pixelColor[screen_primary_channel]) / 2.0f;
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amount = pixelColor[screen_primary_channel] - average_value;
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color[0] = pixelColor[0];
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color[1] = pixelColor[1];
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color[2] = pixelColor[2];
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color[3] = pixelColor[3];
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if (this->dispillFactor * amount > 0) {
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color[screen_primary_channel] = pixelColor[screen_primary_channel] - this->dispillFactor * amount;
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}
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}
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