diff options
author | Omar Emara <mail@OmarEmara.dev> | 2022-08-10 11:21:18 +0300 |
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committer | Omar Emara <mail@OmarEmara.dev> | 2022-08-10 11:21:18 +0300 |
commit | c014021802c323c3ed55c3c283717975a3d93edf (patch) | |
tree | a2537ce8187e6acff56b3936d994ab73447b3ad0 /source/blender/gpu/shaders/compositor/library | |
parent | b5df7a02ac754de8e04fdeda4d1c3f0fcdf6a7a2 (diff) |
Realtime Compositor: Add basic matte nodes
This patch implements the following nodes for the realtime compositor:
- Box mask node.
- Channel matte node.
- Chroma matte node.
- Color matte node.
- Color spill node.
- Difference matte node.
- Distance matte node.
- Ellipse matte node.
- Luminance matte node.
Differential Revision: https://developer.blender.org/D15230
Reviewed By: Clement Foucault
Diffstat (limited to 'source/blender/gpu/shaders/compositor/library')
7 files changed, 185 insertions, 0 deletions
diff --git a/source/blender/gpu/shaders/compositor/library/gpu_shader_compositor_channel_matte.glsl b/source/blender/gpu/shaders/compositor/library/gpu_shader_compositor_channel_matte.glsl new file mode 100644 index 00000000000..f2dcc9543f2 --- /dev/null +++ b/source/blender/gpu/shaders/compositor/library/gpu_shader_compositor_channel_matte.glsl @@ -0,0 +1,52 @@ +#pragma BLENDER_REQUIRE(gpu_shader_common_color_utils.glsl) + +#define CMP_NODE_CHANNEL_MATTE_CS_RGB 1.0 +#define CMP_NODE_CHANNEL_MATTE_CS_HSV 2.0 +#define CMP_NODE_CHANNEL_MATTE_CS_YUV 3.0 +#define CMP_NODE_CHANNEL_MATTE_CS_YCC 4.0 + +void node_composite_channel_matte(vec4 color, + const float color_space, + const float matte_channel, + const vec2 limit_channels, + float max_limit, + float min_limit, + out vec4 result, + out float matte) +{ + vec4 channels; + if (color_space == CMP_NODE_CHANNEL_MATTE_CS_HSV) { + rgb_to_hsv(color, channels); + } + else if (color_space == CMP_NODE_CHANNEL_MATTE_CS_YUV) { + rgba_to_yuva_itu_709(color, channels); + } + else if (color_space == CMP_NODE_CHANNEL_MATTE_CS_YCC) { + rgba_to_ycca_itu_709(color, channels); + } + else { + channels = color; + } + + float matte_value = channels[int(matte_channel)]; + float limit_value = max(channels[int(limit_channels.x)], channels[int(limit_channels.y)]); + + float alpha = 1.0 - (matte_value - limit_value); + if (alpha > max_limit) { + alpha = color.a; + } + else if (alpha < min_limit) { + alpha = 0.0; + } + else { + alpha = (alpha - min_limit) / (max_limit - min_limit); + } + + matte = min(alpha, color.a); + result = color * matte; +} + +#undef CMP_NODE_CHANNEL_MATTE_CS_RGB +#undef CMP_NODE_CHANNEL_MATTE_CS_HSV +#undef CMP_NODE_CHANNEL_MATTE_CS_YUV +#undef CMP_NODE_CHANNEL_MATTE_CS_YCC diff --git a/source/blender/gpu/shaders/compositor/library/gpu_shader_compositor_chroma_matte.glsl b/source/blender/gpu/shaders/compositor/library/gpu_shader_compositor_chroma_matte.glsl new file mode 100644 index 00000000000..5d6bea0c9db --- /dev/null +++ b/source/blender/gpu/shaders/compositor/library/gpu_shader_compositor_chroma_matte.glsl @@ -0,0 +1,43 @@ +#pragma BLENDER_REQUIRE(gpu_shader_common_math_utils.glsl) +#pragma BLENDER_REQUIRE(gpu_shader_common_color_utils.glsl) + +/* Algorithm from the book Video Demystified. Chapter 7. Chroma Keying. */ +void node_composite_chroma_matte(vec4 color, + vec4 key, + float acceptance, + float cutoff, + float falloff, + out vec4 result, + out float matte) +{ + vec4 color_ycca; + rgba_to_ycca_itu_709(color, color_ycca); + vec4 key_ycca; + rgba_to_ycca_itu_709(key, key_ycca); + + /* Normalize the CrCb components into the [-1, 1] range. */ + vec2 color_cc = color_ycca.yz * 2.0 - 1.0; + vec2 key_cc = key_ycca.yz * 2.0 - 1.0; + + /* Rotate the color onto the space of the key such that x axis of the color space passes through + * the key color. */ + color_cc = vector_to_rotation_matrix(key_cc * vec2(1.0, -1.0)) * color_cc; + + /* Compute foreground key. If positive, the value is in the [0, 1] range. */ + float foreground_key = color_cc.x - (abs(color_cc.y) / acceptance); + + /* Negative foreground key values retain the original alpha. Positive values are scaled by the + * falloff, while colors that make an angle less than the cutoff angle get a zero alpha. */ + float alpha = color.a; + if (foreground_key > 0.0) { + alpha = 1.0 - (foreground_key / falloff); + + if (abs(atan(color_cc.y, color_cc.x)) < (cutoff / 2.0)) { + alpha = 0.0; + } + } + + /* Compute output. */ + matte = min(alpha, color.a); + result = color * matte; +} diff --git a/source/blender/gpu/shaders/compositor/library/gpu_shader_compositor_color_matte.glsl b/source/blender/gpu/shaders/compositor/library/gpu_shader_compositor_color_matte.glsl new file mode 100644 index 00000000000..038471bc1bc --- /dev/null +++ b/source/blender/gpu/shaders/compositor/library/gpu_shader_compositor_color_matte.glsl @@ -0,0 +1,27 @@ +#pragma BLENDER_REQUIRE(gpu_shader_common_color_utils.glsl) + +void node_composite_color_matte(vec4 color, + vec4 key, + float hue_epsilon, + float saturation_epsilon, + float value_epsilon, + out vec4 result, + out float matte) + +{ + vec4 color_hsva; + rgb_to_hsv(color, color_hsva); + vec4 key_hsva; + rgb_to_hsv(key, key_hsva); + + bool is_within_saturation = distance(color_hsva.y, key_hsva.y) < saturation_epsilon; + bool is_within_value = distance(color_hsva.z, key_hsva.z) < value_epsilon; + bool is_within_hue = distance(color_hsva.x, key_hsva.x) < hue_epsilon; + /* Hue wraps around, so check the distance around the boundary. */ + float min_hue = min(color_hsva.x, key_hsva.x); + float max_hue = max(color_hsva.x, key_hsva.x); + is_within_hue = is_within_hue || ((min_hue + (1.0 - max_hue)) < hue_epsilon); + + matte = (is_within_hue && is_within_saturation && is_within_value) ? 0.0 : color.a; + result = color * matte; +} diff --git a/source/blender/gpu/shaders/compositor/library/gpu_shader_compositor_color_spill.glsl b/source/blender/gpu/shaders/compositor/library/gpu_shader_compositor_color_spill.glsl new file mode 100644 index 00000000000..0adad53ad80 --- /dev/null +++ b/source/blender/gpu/shaders/compositor/library/gpu_shader_compositor_color_spill.glsl @@ -0,0 +1,13 @@ +void node_composite_color_spill(vec4 color, + float factor, + const float spill_channel, + vec3 spill_scale, + const vec2 limit_channels, + float limit_scale, + out vec4 result) +{ + float average_limit = (color[int(limit_channels.x)] + color[int(limit_channels.y)]) / 2.0; + float map = factor * color[int(spill_channel)] - limit_scale * average_limit; + result.rgb = map > 0.0 ? color.rgb + spill_scale * map : color.rgb; + result.a = color.a; +} diff --git a/source/blender/gpu/shaders/compositor/library/gpu_shader_compositor_difference_matte.glsl b/source/blender/gpu/shaders/compositor/library/gpu_shader_compositor_difference_matte.glsl new file mode 100644 index 00000000000..d769cadce3c --- /dev/null +++ b/source/blender/gpu/shaders/compositor/library/gpu_shader_compositor_difference_matte.glsl @@ -0,0 +1,10 @@ +void node_composite_difference_matte( + vec4 color, vec4 key, float tolerance, float falloff, out vec4 result, out float matte) +{ + vec4 difference = abs(color - key); + float average_difference = (difference.r + difference.g + difference.b) / 3.0; + bool is_opaque = average_difference > tolerance + falloff; + float alpha = is_opaque ? color.a : (max(0.0, average_difference - tolerance) / falloff); + matte = min(alpha, color.a); + result = color * matte; +} diff --git a/source/blender/gpu/shaders/compositor/library/gpu_shader_compositor_distance_matte.glsl b/source/blender/gpu/shaders/compositor/library/gpu_shader_compositor_distance_matte.glsl new file mode 100644 index 00000000000..9beed66826c --- /dev/null +++ b/source/blender/gpu/shaders/compositor/library/gpu_shader_compositor_distance_matte.glsl @@ -0,0 +1,26 @@ +#pragma BLENDER_REQUIRE(gpu_shader_common_color_utils.glsl) + +void node_composite_distance_matte_rgba( + vec4 color, vec4 key, float tolerance, float falloff, out vec4 result, out float matte) +{ + float difference = distance(color.rgb, key.rgb); + bool is_opaque = difference > tolerance + falloff; + float alpha = is_opaque ? color.a : max(0.0, difference - tolerance) / falloff; + matte = min(alpha, color.a); + result = color * matte; +} + +void node_composite_distance_matte_ycca( + vec4 color, vec4 key, float tolerance, float falloff, out vec4 result, out float matte) +{ + vec4 color_ycca; + rgba_to_ycca_itu_709(color, color_ycca); + vec4 key_ycca; + rgba_to_ycca_itu_709(key, key_ycca); + + float difference = distance(color_ycca.yz, key_ycca.yz); + bool is_opaque = difference > tolerance + falloff; + float alpha = is_opaque ? color.a : max(0.0, difference - tolerance) / falloff; + matte = min(alpha, color.a); + result = color * matte; +} diff --git a/source/blender/gpu/shaders/compositor/library/gpu_shader_compositor_luminance_matte.glsl b/source/blender/gpu/shaders/compositor/library/gpu_shader_compositor_luminance_matte.glsl new file mode 100644 index 00000000000..3647ac583fe --- /dev/null +++ b/source/blender/gpu/shaders/compositor/library/gpu_shader_compositor_luminance_matte.glsl @@ -0,0 +1,14 @@ +#pragma BLENDER_REQUIRE(gpu_shader_common_color_utils.glsl) + +void node_composite_luminance_matte(vec4 color, + float high, + float low, + const vec3 luminance_coefficients, + out vec4 result, + out float matte) +{ + float luminance = get_luminance(color.rgb, luminance_coefficients); + float alpha = clamp(0.0, 1.0, (luminance - low) / (high - low)); + matte = min(alpha, color.a); + result = color * matte; +} |