114 lines
3.5 KiB
C++
114 lines
3.5 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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namespace blender::compositor {
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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 = MIN2(other_1, other_2);
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const int max_channel = MAX2(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(DataType::Color);
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this->addInputSocket(DataType::Color);
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this->addOutputSocket(DataType::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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} // namespace blender::compositor
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