86 lines
2.7 KiB
C++
86 lines
2.7 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_KeyingDespillOperation.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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namespace blender::compositor {
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KeyingDespillOperation::KeyingDespillOperation()
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{
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this->addInputSocket(DataType::Color);
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this->addInputSocket(DataType::Color);
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this->addOutputSocket(DataType::Color);
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this->m_despillFactor = 0.5f;
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this->m_colorBalance = 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 KeyingDespillOperation::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 KeyingDespillOperation::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 KeyingDespillOperation::executePixelSampled(float output[4],
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float x,
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float y,
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PixelSampler sampler)
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{
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float pixelColor[4];
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float screenColor[4];
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this->m_pixelReader->readSampled(pixelColor, x, y, sampler);
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this->m_screenReader->readSampled(screenColor, x, y, sampler);
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const int screen_primary_channel = max_axis_v3(screenColor);
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const int other_1 = (screen_primary_channel + 1) % 3;
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const int other_2 = (screen_primary_channel + 2) % 3;
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const int min_channel = MIN2(other_1, other_2);
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const int max_channel = MAX2(other_1, other_2);
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float average_value, amount;
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average_value = this->m_colorBalance * pixelColor[min_channel] +
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(1.0f - this->m_colorBalance) * pixelColor[max_channel];
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amount = (pixelColor[screen_primary_channel] - average_value);
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copy_v4_v4(output, pixelColor);
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const float amount_despill = this->m_despillFactor * amount;
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if (amount_despill > 0.0f) {
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output[screen_primary_channel] = pixelColor[screen_primary_channel] - amount_despill;
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}
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}
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} // namespace blender::compositor
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