- Code formation fix in keying node - Fixed crash when creating keying screen for frame where there's no movie - Attempt to improve keying node to handle alpha on hair better
115 lines
3.2 KiB
C++
115 lines
3.2 KiB
C++
/*
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* Copyright 2012, Blender Foundation.
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*
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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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* Contributor:
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* Jeroen Bakker
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* Monique Dewanchand
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* Sergey Sharybin
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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 int get_pixel_primary_channel(float *pixel)
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{
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float max_value = MAX3(pixel[0], pixel[1], pixel[2]);
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if (max_value == pixel[0])
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return 0;
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else if (max_value == pixel[1])
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return 1;
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return 2;
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}
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static float get_pixel_saturation(float *pixel, float screen_balance)
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{
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float min = MIN3(pixel[0], pixel[1], pixel[2]);
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float max = MAX3(pixel[0], pixel[1], pixel[2]);
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float mid = pixel[0] + pixel[1] + pixel[2] - min - max;
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float val = (1.0f - screen_balance) * min + screen_balance * mid;
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return (max - val) * (1.0f - val) * (1.0f - val);
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}
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KeyingOperation::KeyingOperation(): NodeOperation()
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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->screenBalance = 0.5f;
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this->clipBlack = 0.0f;
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this->clipWhite = 1.0f;
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this->pixelReader = NULL;
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this->screenReader = NULL;
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}
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void KeyingOperation::initExecution()
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{
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this->pixelReader = this->getInputSocketReader(0);
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this->screenReader = this->getInputSocketReader(1);
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}
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void KeyingOperation::deinitExecution()
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{
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this->pixelReader = NULL;
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this->screenReader = NULL;
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}
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void KeyingOperation::executePixel(float *color, float x, float y, PixelSampler sampler, MemoryBuffer *inputBuffers[])
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{
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float pixelColor[4];
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float screenColor[4];
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this->pixelReader->read(pixelColor, x, y, sampler, inputBuffers);
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this->screenReader->read(screenColor, x, y, sampler, inputBuffers);
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float saturation = get_pixel_saturation(pixelColor, this->screenBalance);
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float screen_saturation = get_pixel_saturation(screenColor, this->screenBalance);
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int primary_channel = get_pixel_primary_channel(pixelColor);
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int screen_primary_channel = get_pixel_primary_channel(screenColor);
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if (primary_channel != screen_primary_channel) {
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/* different main channel means pixel is on foreground */
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color[0] = 1.0f;
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}
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else if (saturation >= screen_saturation) {
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/* saturation of main channel is more than screen, definitely a background */
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color[0] = 0.0f;
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}
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else {
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float distance;
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distance = 1.0f - saturation / screen_saturation;
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color[0] = distance * distance;
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if (color[0] < this->clipBlack)
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color[0] = 0.0f;
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else if (color[0] >= this->clipWhite)
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color[0] = 1.0f;
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else
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color[0] = (color[0] - this->clipBlack) / (this->clipWhite - this->clipBlack);
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}
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}
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