110 lines
		
	
	
		
			3.4 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
			
		
		
	
	
			110 lines
		
	
	
		
			3.4 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
/*
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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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 * Copyright 2012, Blender Foundation.
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 */
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#include "COM_KeyingOperation.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 float get_pixel_saturation(const float pixelColor[4],
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                                  float screen_balance,
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                                  int primary_channel)
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{
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  const int other_1 = (primary_channel + 1) % 3;
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  const int other_2 = (primary_channel + 2) % 3;
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  const int min_channel = min(other_1, other_2);
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  const int max_channel = max(other_1, other_2);
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  const float val = screen_balance * pixelColor[min_channel] +
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                    (1.0f - screen_balance) * pixelColor[max_channel];
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  return (pixelColor[primary_channel] - val) * fabsf(1.0f - val);
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}
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KeyingOperation::KeyingOperation()
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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_VALUE);
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  this->m_screenBalance = 0.5f;
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  this->m_pixelReader = nullptr;
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  this->m_screenReader = nullptr;
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}
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void KeyingOperation::initExecution()
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{
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  this->m_pixelReader = this->getInputSocketReader(0);
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  this->m_screenReader = this->getInputSocketReader(1);
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}
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void KeyingOperation::deinitExecution()
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{
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  this->m_pixelReader = nullptr;
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  this->m_screenReader = nullptr;
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}
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void KeyingOperation::executePixelSampled(float output[4], float x, float y, PixelSampler sampler)
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{
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  float pixel_color[4];
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  float screen_color[4];
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  this->m_pixelReader->readSampled(pixel_color, x, y, sampler);
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  this->m_screenReader->readSampled(screen_color, x, y, sampler);
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  const int primary_channel = max_axis_v3(screen_color);
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  const float min_pixel_color = min_fff(pixel_color[0], pixel_color[1], pixel_color[2]);
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  if (min_pixel_color > 1.0f) {
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    /* overexposure doesn't happen on screen itself and usually happens
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     * on light sources in the shot, this need to be checked separately
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     * because saturation and falloff calculation is based on the fact
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     * that pixels are not overexposed
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     */
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    output[0] = 1.0f;
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  }
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  else {
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    float saturation = get_pixel_saturation(pixel_color, this->m_screenBalance, primary_channel);
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    float screen_saturation = get_pixel_saturation(
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        screen_color, this->m_screenBalance, primary_channel);
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    if (saturation < 0) {
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      /* means main channel of pixel is different from screen,
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       * assume this is completely a foreground
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       */
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      output[0] = 1.0f;
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    }
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    else if (saturation >= screen_saturation) {
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      /* matched main channels and higher saturation on pixel
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       * is treated as completely background
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       */
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      output[0] = 0.0f;
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    }
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    else {
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      /* nice alpha falloff on edges */
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      float distance = 1.0f - saturation / screen_saturation;
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      output[0] = distance;
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    }
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  }
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}
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