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blender-archive/source/blender/compositor/operations/COM_ChromaMatteOperation.cc
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/* SPDX-License-Identifier: GPL-2.0-or-later
* Copyright 2011 Blender Foundation. */
#include "COM_ChromaMatteOperation.h"
namespace blender::compositor {
ChromaMatteOperation::ChromaMatteOperation()
{
add_input_socket(DataType::Color);
add_input_socket(DataType::Color);
add_output_socket(DataType::Value);
input_image_program_ = nullptr;
input_key_program_ = nullptr;
flags_.can_be_constant = true;
}
void ChromaMatteOperation::init_execution()
{
input_image_program_ = this->get_input_socket_reader(0);
input_key_program_ = this->get_input_socket_reader(1);
}
void ChromaMatteOperation::deinit_execution()
{
input_image_program_ = nullptr;
input_key_program_ = nullptr;
}
void ChromaMatteOperation::execute_pixel_sampled(float output[4],
float x,
float y,
PixelSampler sampler)
{
float in_key[4];
float in_image[4];
const float acceptance = settings_->t1; /* in radians */
const float cutoff = settings_->t2; /* in radians */
const float gain = settings_->fstrength;
float x_angle, z_angle, alpha;
float theta, beta;
float kfg;
input_key_program_->read_sampled(in_key, x, y, sampler);
input_image_program_->read_sampled(in_image, x, y, sampler);
/* Store matte(alpha) value in [0] to go with
* #COM_SetAlphaMultiplyOperation and the Value output. */
/* Algorithm from book "Video Demystified", does not include the spill reduction part. */
/* Find theta, the angle that the color space should be rotated based on key. */
/* rescale to -1.0..1.0 */
// in_image[0] = (in_image[0] * 2.0f) - 1.0f; // UNUSED
in_image[1] = (in_image[1] * 2.0f) - 1.0f;
in_image[2] = (in_image[2] * 2.0f) - 1.0f;
// in_key[0] = (in_key[0] * 2.0f) - 1.0f; // UNUSED
in_key[1] = (in_key[1] * 2.0f) - 1.0f;
in_key[2] = (in_key[2] * 2.0f) - 1.0f;
theta = atan2(in_key[2], in_key[1]);
/* Rotate the cb and cr into x/z space. */
x_angle = in_image[1] * cosf(theta) + in_image[2] * sinf(theta);
z_angle = in_image[2] * cosf(theta) - in_image[1] * sinf(theta);
/* If within the acceptance angle. */
/* If kfg is <0 then the pixel is outside of the key color. */
kfg = x_angle - (fabsf(z_angle) / tanf(acceptance / 2.0f));
if (kfg > 0.0f) { /* found a pixel that is within key color */
alpha = 1.0f - (kfg / gain);
beta = atan2(z_angle, x_angle);
/* if beta is within the cutoff angle */
if (fabsf(beta) < (cutoff / 2.0f)) {
alpha = 0.0f;
}
/* don't make something that was more transparent less transparent */
if (alpha < in_image[3]) {
output[0] = alpha;
}
else {
output[0] = in_image[3];
}
}
else { /* Pixel is outside key color. */
output[0] = in_image[3]; /* Make pixel just as transparent as it was before. */
}
}
void ChromaMatteOperation::update_memory_buffer_partial(MemoryBuffer *output,
const rcti &area,
Span<MemoryBuffer *> inputs)
{
const float acceptance = settings_->t1; /* In radians. */
const float cutoff = settings_->t2; /* In radians. */
const float gain = settings_->fstrength;
for (BuffersIterator<float> it = output->iterate_with(inputs, area); !it.is_end(); ++it) {
const float *in_image = it.in(0);
const float *in_key = it.in(1);
/* Store matte(alpha) value in [0] to go with
* #COM_SetAlphaMultiplyOperation and the Value output. */
/* Algorithm from book "Video Demystified", does not include the spill reduction part. */
/* Find theta, the angle that the color space should be rotated based on key. */
/* Rescale to `-1.0..1.0`. */
// const float image_Y = (in_image[0] * 2.0f) - 1.0f; // UNUSED
const float image_cb = (in_image[1] * 2.0f) - 1.0f;
const float image_cr = (in_image[2] * 2.0f) - 1.0f;
// const float key_Y = (in_key[0] * 2.0f) - 1.0f; // UNUSED
const float key_cb = (in_key[1] * 2.0f) - 1.0f;
const float key_cr = (in_key[2] * 2.0f) - 1.0f;
const float theta = atan2(key_cr, key_cb);
/* Rotate the cb and cr into x/z space. */
const float x_angle = image_cb * cosf(theta) + image_cr * sinf(theta);
const float z_angle = image_cr * cosf(theta) - image_cb * sinf(theta);
/* If within the acceptance angle. */
/* If kfg is <0 then the pixel is outside of the key color. */
const float kfg = x_angle - (fabsf(z_angle) / tanf(acceptance / 2.0f));
if (kfg > 0.0f) { /* Found a pixel that is within key color. */
const float beta = atan2(z_angle, x_angle);
float alpha = 1.0f - (kfg / gain);
/* Ff beta is within the cutoff angle. */
if (fabsf(beta) < (cutoff / 2.0f)) {
alpha = 0.0f;
}
/* Don't make something that was more transparent less transparent. */
it.out[0] = alpha < in_image[3] ? alpha : in_image[3];
}
else { /* Pixel is outside key color. */
it.out[0] = in_image[3]; /* Make pixel just as transparent as it was before. */
}
}
}
} // namespace blender::compositor