Adds full frame implementation to Channel Key, Chroma Key, Color Key, Color Spill, Cryptomatte, Difference Key, Distance Key, Keying, Keying Screen and Luminance Key nodes. The other nodes in "Matte" sub-menu are submitted separately. No functional changes. Part of T88150. Reviewed By: jbakker Differential Revision: https://developer.blender.org/D12220
118 lines
3.5 KiB
C++
118 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 2011, Blender Foundation.
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*/
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#include "COM_LuminanceMatteOperation.h"
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#include "BLI_math.h"
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#include "IMB_colormanagement.h"
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namespace blender::compositor {
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LuminanceMatteOperation::LuminanceMatteOperation()
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{
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addInputSocket(DataType::Color);
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addOutputSocket(DataType::Value);
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this->m_inputImageProgram = nullptr;
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flags.can_be_constant = true;
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}
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void LuminanceMatteOperation::initExecution()
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{
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this->m_inputImageProgram = this->getInputSocketReader(0);
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}
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void LuminanceMatteOperation::deinitExecution()
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{
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this->m_inputImageProgram = nullptr;
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}
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void LuminanceMatteOperation::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 inColor[4];
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this->m_inputImageProgram->readSampled(inColor, x, y, sampler);
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const float high = this->m_settings->t1;
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const float low = this->m_settings->t2;
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const float luminance = IMB_colormanagement_get_luminance(inColor);
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float alpha;
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/* one line thread-friend algorithm:
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* output[0] = MIN2(inputValue[3], MIN2(1.0f, MAX2(0.0f, ((luminance - low) / (high - low))));
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*/
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/* test range */
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if (luminance > high) {
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alpha = 1.0f;
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}
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else if (luminance < low) {
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alpha = 0.0f;
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}
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else { /* Blend. */
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alpha = (luminance - low) / (high - low);
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}
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/* Store matte(alpha) value in [0] to go with
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* COM_SetAlphaMultiplyOperation and the Value output.
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*/
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/* don't make something that was more transparent less transparent */
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output[0] = min_ff(alpha, inColor[3]);
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}
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void LuminanceMatteOperation::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 *color = it.in(0);
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const float luminance = IMB_colormanagement_get_luminance(color);
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/* One line thread-friend algorithm:
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* `it.out[0] = MIN2(color[3], MIN2(1.0f, MAX2(0.0f, ((luminance - low) / (high - low))));`
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*/
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/* Test range. */
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const float high = m_settings->t1;
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const float low = m_settings->t2;
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float alpha;
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if (luminance > high) {
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alpha = 1.0f;
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}
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else if (luminance < low) {
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alpha = 0.0f;
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}
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else { /* Blend. */
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alpha = (luminance - low) / (high - low);
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}
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/* Store matte(alpha) value in [0] to go with
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* COM_SetAlphaMultiplyOperation and the Value output.
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*/
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/* Don't make something that was more transparent less transparent. */
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it.out[0] = MIN2(alpha, color[3]);
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}
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}
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} // namespace blender::compositor
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