Use a shorter/simpler license convention, stops the header taking so much space. Follow the SPDX license specification: https://spdx.org/licenses - C/C++/objc/objc++ - Python - Shell Scripts - CMake, GNUmakefile While most of the source tree has been included - `./extern/` was left out. - `./intern/cycles` & `./intern/atomic` are also excluded because they use different header conventions. doc/license/SPDX-license-identifiers.txt has been added to list SPDX all used identifiers. See P2788 for the script that automated these edits. Reviewed By: brecht, mont29, sergey Ref D14069
95 lines
3.1 KiB
C++
95 lines
3.1 KiB
C++
/* SPDX-License-Identifier: GPL-2.0-or-later
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* Copyright 2012 Blender Foundation. */
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#include "COM_KeyingDespillOperation.h"
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namespace blender::compositor {
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KeyingDespillOperation::KeyingDespillOperation()
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{
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this->add_input_socket(DataType::Color);
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this->add_input_socket(DataType::Color);
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this->add_output_socket(DataType::Color);
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despill_factor_ = 0.5f;
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color_balance_ = 0.5f;
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pixel_reader_ = nullptr;
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screen_reader_ = nullptr;
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flags_.can_be_constant = true;
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}
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void KeyingDespillOperation::init_execution()
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{
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pixel_reader_ = this->get_input_socket_reader(0);
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screen_reader_ = this->get_input_socket_reader(1);
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}
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void KeyingDespillOperation::deinit_execution()
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{
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pixel_reader_ = nullptr;
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screen_reader_ = nullptr;
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}
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void KeyingDespillOperation::execute_pixel_sampled(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 pixel_color[4];
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float screen_color[4];
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pixel_reader_->read_sampled(pixel_color, x, y, sampler);
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screen_reader_->read_sampled(screen_color, x, y, sampler);
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const int screen_primary_channel = max_axis_v3(screen_color);
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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 = color_balance_ * pixel_color[min_channel] +
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(1.0f - color_balance_) * pixel_color[max_channel];
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amount = (pixel_color[screen_primary_channel] - average_value);
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copy_v4_v4(output, pixel_color);
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const float amount_despill = despill_factor_ * amount;
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if (amount_despill > 0.0f) {
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output[screen_primary_channel] = pixel_color[screen_primary_channel] - amount_despill;
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}
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}
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void KeyingDespillOperation::update_memory_buffer_partial(MemoryBuffer *output,
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const rcti &area,
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Span<MemoryBuffer *> inputs)
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{
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for (BuffersIterator<float> it = output->iterate_with(inputs, area); !it.is_end(); ++it) {
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const float *pixel_color = it.in(0);
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const float *screen_color = it.in(1);
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const int screen_primary_channel = max_axis_v3(screen_color);
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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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const float average_value = color_balance_ * pixel_color[min_channel] +
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(1.0f - color_balance_) * pixel_color[max_channel];
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const float amount = (pixel_color[screen_primary_channel] - average_value);
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copy_v4_v4(it.out, pixel_color);
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const float amount_despill = despill_factor_ * amount;
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if (amount_despill > 0.0f) {
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it.out[screen_primary_channel] = pixel_color[screen_primary_channel] - amount_despill;
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}
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}
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}
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} // namespace blender::compositor
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