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blender-archive/source/blender/compositor/operations/COM_KeyingDespillOperation.cpp
Campbell Barton e12c08e8d1 ClangFormat: apply to source, most of intern
Apply clang format as proposed in T53211.

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without conflicts, see:

https://wiki.blender.org/wiki/Tools/ClangFormat
2019-04-17 06:21:24 +02:00

82 lines
2.6 KiB
C++

/*
* 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.
*
* Copyright 2012, Blender Foundation.
*/
#include "COM_KeyingDespillOperation.h"
#include "MEM_guardedalloc.h"
#include "BLI_listbase.h"
#include "BLI_math.h"
KeyingDespillOperation::KeyingDespillOperation() : NodeOperation()
{
this->addInputSocket(COM_DT_COLOR);
this->addInputSocket(COM_DT_COLOR);
this->addOutputSocket(COM_DT_COLOR);
this->m_despillFactor = 0.5f;
this->m_colorBalance = 0.5f;
this->m_pixelReader = NULL;
this->m_screenReader = NULL;
}
void KeyingDespillOperation::initExecution()
{
this->m_pixelReader = this->getInputSocketReader(0);
this->m_screenReader = this->getInputSocketReader(1);
}
void KeyingDespillOperation::deinitExecution()
{
this->m_pixelReader = NULL;
this->m_screenReader = NULL;
}
void KeyingDespillOperation::executePixelSampled(float output[4],
float x,
float y,
PixelSampler sampler)
{
float pixelColor[4];
float screenColor[4];
this->m_pixelReader->readSampled(pixelColor, x, y, sampler);
this->m_screenReader->readSampled(screenColor, x, y, sampler);
const int screen_primary_channel = max_axis_v3(screenColor);
const int other_1 = (screen_primary_channel + 1) % 3;
const int other_2 = (screen_primary_channel + 2) % 3;
const int min_channel = min(other_1, other_2);
const int max_channel = max(other_1, other_2);
float average_value, amount;
average_value = this->m_colorBalance * pixelColor[min_channel] +
(1.0f - this->m_colorBalance) * pixelColor[max_channel];
amount = (pixelColor[screen_primary_channel] - average_value);
copy_v4_v4(output, pixelColor);
const float amount_despill = this->m_despillFactor * amount;
if (amount_despill > 0.0f) {
output[screen_primary_channel] = pixelColor[screen_primary_channel] - amount_despill;
}
}