/* * 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; } }