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blender-archive/source/blender/compositor/operations/COM_KeyingClipOperation.cpp
Sergey Sharybin b57403eebc Make keying clamping operation complex so it might directly access input buffer
Seems to give quite noticeable speedup, but there's sometimes strange artifacts
showing as darker lines placed in along some kind of tiles.
Not sure what causes them yet.
2012-06-10 18:15:28 +00:00

93 lines
2.4 KiB
C++

/*
* Copyright 2012, 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:
* Jeroen Bakker
* Monique Dewanchand
* Sergey Sharybin
*/
#include "COM_KeyingClipOperation.h"
#include "MEM_guardedalloc.h"
#include "BLI_listbase.h"
#include "BLI_math.h"
KeyingClipOperation::KeyingClipOperation(): NodeOperation()
{
this->addInputSocket(COM_DT_VALUE);
this->addOutputSocket(COM_DT_VALUE);
this->clipBlack = 0.0f;
this->clipWhite = 1.0f;
this->setComplex(true);
}
void *KeyingClipOperation::initializeTileData(rcti *rect, MemoryBuffer **memoryBuffers)
{
void *buffer = getInputOperation(0)->initializeTileData(rect, memoryBuffers);
return buffer;
}
void KeyingClipOperation::executePixel(float *color, int x, int y, MemoryBuffer *inputBuffers[], void *data)
{
const int delta = 3;
MemoryBuffer *inputBuffer = (MemoryBuffer*)data;
float *buffer = inputBuffer->getBuffer();
int bufferWidth = inputBuffer->getWidth();
int bufferHeight = inputBuffer->getHeight();
int count_black = 0, count_white = 0;
int i, j;
int srcIndex = (y * bufferWidth + x) * 4;
for (i = -delta + 1; i < delta; i++) {
for (j = -delta + 1; j < delta; j++) {
int cx = x + j, cy = y + i;
if (i == 0 && j == 0)
continue;
if (cx >= 0 && cx < bufferWidth && cy >= 0 && cy < bufferHeight) {
int bufferIndex = (cy * bufferWidth + cx) * 4;
if (buffer[bufferIndex] < 0.4f)
count_black++;
else if (buffer[bufferIndex] > 0.6f)
count_white++;
}
}
}
color[0] = buffer[srcIndex];
if (count_black >= 22 || count_white >= 22) {
if (color[0] < this->clipBlack)
color[0] = 0.0f;
else if (color[0] >= this->clipWhite)
color[0] = 1.0f;
else
color[0] = (color[0] - this->clipBlack) / (this->clipWhite - this->clipBlack);
}
}