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
83 lines
2.5 KiB
C++
83 lines
2.5 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_KeyingDespillOperation.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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KeyingDespillOperation::KeyingDespillOperation() : 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_COLOR);
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this->m_despillFactor = 0.5f;
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this->m_colorBalance = 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 KeyingDespillOperation::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 KeyingDespillOperation::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 KeyingDespillOperation::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 screen_primary_channel = max_axis_v3(screenColor);
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const int other_1 = (screen_primary_channel + 1) % 3;
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const int other_2 = (screen_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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float average_value, amount;
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average_value = this->m_colorBalance * pixelColor[min_channel] + (1.0f - this->m_colorBalance) * pixelColor[max_channel];
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amount = (pixelColor[screen_primary_channel] - average_value);
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copy_v4_v4(output, pixelColor);
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const float amount_despill = this->m_despillFactor * amount;
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if (amount_despill > 0.0f) {
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output[screen_primary_channel] = pixelColor[screen_primary_channel] - amount_despill;
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}
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}
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