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blender-archive/source/blender/compositor/operations/COM_KeyingOperation.cpp

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/*
* Copyright 2012, Blender Foundation.
*
* This program is free software; you can redistribute it and/or
* modify it under the terms of the GNU General Public License
* as published by the Free Software Foundation; either version 2
* of the License, or (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software Foundation,
* Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
*
* Contributor:
* Jeroen Bakker
* Monique Dewanchand
* Sergey Sharybin
*/
#include "COM_KeyingOperation.h"
#include "MEM_guardedalloc.h"
#include "BLI_listbase.h"
#include "BLI_math.h"
static int get_pixel_primary_channel(float pixelColor[4])
{
float max_value = MAX3(pixelColor[0], pixelColor[1], pixelColor[2]);
if (max_value == pixelColor[0])
return 0;
else if (max_value == pixelColor[1])
return 1;
return 2;
}
static float get_pixel_saturation(float pixelColor[4], float screen_balance, int primary_channel)
{
int other_1 = (primary_channel + 1) % 3;
int other_2 = (primary_channel + 2) % 3;
int min_channel = MIN2(other_1, other_2);
int max_channel = MAX2(other_1, other_2);
float val = screen_balance * pixelColor[min_channel] + (1.0f - screen_balance) * pixelColor[max_channel];
return (pixelColor[primary_channel] - val) * fabsf(1.0f - val);
}
KeyingOperation::KeyingOperation() : NodeOperation()
{
this->addInputSocket(COM_DT_COLOR);
this->addInputSocket(COM_DT_COLOR);
this->addInputSocket(COM_DT_VALUE);
this->addInputSocket(COM_DT_VALUE);
this->addOutputSocket(COM_DT_VALUE);
this->m_screenBalance = 0.5f;
this->m_pixelReader = NULL;
this->m_screenReader = NULL;
this->m_garbageReader = NULL;
this->m_coreReader = NULL;
}
void KeyingOperation::initExecution()
{
this->m_pixelReader = this->getInputSocketReader(0);
this->m_screenReader = this->getInputSocketReader(1);
this->m_garbageReader = this->getInputSocketReader(2);
this->m_coreReader = this->getInputSocketReader(3);
}
void KeyingOperation::deinitExecution()
{
this->m_pixelReader = NULL;
this->m_screenReader = NULL;
this->m_garbageReader = NULL;
this->m_coreReader = NULL;
}
void KeyingOperation::executePixel(float *color, float x, float y, PixelSampler sampler)
{
float pixelColor[4];
float screenColor[4];
float garbageValue[4];
float coreValue[4];
this->m_pixelReader->read(pixelColor, x, y, sampler);
this->m_screenReader->read(screenColor, x, y, sampler);
this->m_garbageReader->read(garbageValue, x, y, sampler);
this->m_coreReader->read(coreValue, x, y, sampler);
int primary_channel = get_pixel_primary_channel(screenColor);
if (pixelColor[primary_channel] > 1.0f) {
/* overexposure doesn't happen on screen itself and usually happens
* on light sources in the shot, this need to be checked separately
* because saturation and falloff calculation is based on the fact
* that pixels are not overexposured
*/
color[0] = 1.0f;
}
else {
float saturation = get_pixel_saturation(pixelColor, this->m_screenBalance, primary_channel);
float screen_saturation = get_pixel_saturation(screenColor, this->m_screenBalance, primary_channel);
if (saturation < 0) {
/* means main channel of pixel is different from screen,
* assume this is completely a foreground
*/
color[0] = 1.0f;
}
else if (saturation >= screen_saturation) {
/* matched main channels and higher saturation on pixel
* is treated as completely background
*/
color[0] = 0.0f;
}
else {
/* nice alpha falloff on edges */
float distance = 1.0f - saturation / screen_saturation;
color[0] = distance;
}
}
/* apply garbage matte */
color[0] = MIN2(color[0], 1.0f - garbageValue[0]);
/* apply core matte */
color[0] = MAX2(color[0], coreValue[0]);
}