/* * 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_KeyingOperation.h" #include "MEM_guardedalloc.h" #include "BLI_listbase.h" #include "BLI_math.h" namespace blender::compositor { static float get_pixel_saturation(const float pixelColor[4], float screen_balance, int primary_channel) { const int other_1 = (primary_channel + 1) % 3; const int other_2 = (primary_channel + 2) % 3; const int min_channel = MIN2(other_1, other_2); const int max_channel = MAX2(other_1, other_2); const float val = screen_balance * pixelColor[min_channel] + (1.0f - screen_balance) * pixelColor[max_channel]; return (pixelColor[primary_channel] - val) * fabsf(1.0f - val); } KeyingOperation::KeyingOperation() { this->addInputSocket(DataType::Color); this->addInputSocket(DataType::Color); this->addOutputSocket(DataType::Value); this->m_screenBalance = 0.5f; this->m_pixelReader = nullptr; this->m_screenReader = nullptr; } void KeyingOperation::initExecution() { this->m_pixelReader = this->getInputSocketReader(0); this->m_screenReader = this->getInputSocketReader(1); } void KeyingOperation::deinitExecution() { this->m_pixelReader = nullptr; this->m_screenReader = nullptr; } void KeyingOperation::executePixelSampled(float output[4], float x, float y, PixelSampler sampler) { float pixel_color[4]; float screen_color[4]; this->m_pixelReader->readSampled(pixel_color, x, y, sampler); this->m_screenReader->readSampled(screen_color, x, y, sampler); const int primary_channel = max_axis_v3(screen_color); const float min_pixel_color = min_fff(pixel_color[0], pixel_color[1], pixel_color[2]); if (min_pixel_color > 1.0f) { /* overexposure doesn't happen on screen itself and usually happens * on light sources in the shot, this need to be checked separately * because saturation and falloff calculation is based on the fact * that pixels are not overexposed */ output[0] = 1.0f; } else { float saturation = get_pixel_saturation(pixel_color, this->m_screenBalance, primary_channel); float screen_saturation = get_pixel_saturation( screen_color, this->m_screenBalance, primary_channel); if (saturation < 0) { /* means main channel of pixel is different from screen, * assume this is completely a foreground */ output[0] = 1.0f; } else if (saturation >= screen_saturation) { /* matched main channels and higher saturation on pixel * is treated as completely background */ output[0] = 0.0f; } else { /* nice alpha falloff on edges */ float distance = 1.0f - saturation / screen_saturation; output[0] = distance; } } } } // namespace blender::compositor