Distinguish the 3 different methods for acquiring pixel color values (executePixel, executePixelSampled, executePixelFiltered). This makes it easier to keep track of the different sampling methods (and works nicer with IDEs that do code parsing). Differential Revision: http://developer.blender.org/D7
110 lines
3.2 KiB
C++
110 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 float get_pixel_saturation(const float pixelColor[4], float screen_balance, int primary_channel)
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{
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const int other_1 = (primary_channel + 1) % 3;
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const int other_2 = (primary_channel + 2) % 3;
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const int min_channel = min(other_1, other_2);
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const int max_channel = max(other_1, other_2);
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const float val = screen_balance * pixelColor[min_channel] + (1.0f - screen_balance) * pixelColor[max_channel];
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return (pixelColor[primary_channel] - val) * fabsf(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->m_screenBalance = 0.5f;
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this->m_pixelReader = NULL;
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this->m_screenReader = NULL;
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}
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void KeyingOperation::initExecution()
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{
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this->m_pixelReader = this->getInputSocketReader(0);
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this->m_screenReader = this->getInputSocketReader(1);
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}
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void KeyingOperation::deinitExecution()
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{
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this->m_pixelReader = NULL;
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this->m_screenReader = NULL;
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}
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void KeyingOperation::executePixelSampled(float output[4], float x, float y, PixelSampler sampler)
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{
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float pixelColor[4];
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float screenColor[4];
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this->m_pixelReader->readSampled(pixelColor, x, y, sampler);
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this->m_screenReader->readSampled(screenColor, x, y, sampler);
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const int primary_channel = max_axis_v3(screenColor);
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if (pixelColor[primary_channel] > 1.0f) {
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/* overexposure doesn't happen on screen itself and usually happens
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* on light sources in the shot, this need to be checked separately
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* because saturation and falloff calculation is based on the fact
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* that pixels are not overexposed
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*/
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output[0] = 1.0f;
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}
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else {
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float saturation = get_pixel_saturation(pixelColor, this->m_screenBalance, primary_channel);
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float screen_saturation = get_pixel_saturation(screenColor, this->m_screenBalance, primary_channel);
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if (saturation < 0) {
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/* means main channel of pixel is different from screen,
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* assume this is completely a foreground
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*/
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output[0] = 1.0f;
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}
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else if (saturation >= screen_saturation) {
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/* matched main channels and higher saturation on pixel
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* is treated as completely background
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*/
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output[0] = 0.0f;
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}
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else {
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/* nice alpha falloff on edges */
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float distance = 1.0f - saturation / screen_saturation;
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output[0] = distance;
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}
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}
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}
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