/* * Copyright 2012, Blender Foundation. * * 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. * * Contributor: * Jeroen Bakker * Monique Dewanchand * Sergey Sharybin */ #include "COM_KeyingOperation.h" #include "MEM_guardedalloc.h" #include "BLI_listbase.h" #include "BLI_math.h" static int get_pixel_primary_channel(float pixelColor[4]) { float max_value = MAX3(pixelColor[0], pixelColor[1], pixelColor[2]); if (max_value == pixelColor[0]) return 0; else if (max_value == pixelColor[1]) return 1; return 2; } static float get_pixel_saturation(float pixelColor[4], float screen_balance, int primary_channel) { int other_1 = (primary_channel + 1) % 3; int other_2 = (primary_channel + 2) % 3; float min = MIN2(pixelColor[other_1], pixelColor[other_2]); float max = MAX2(pixelColor[other_1], pixelColor[other_2]); float val = screen_balance * min + (1.0f - screen_balance) * max; return (pixelColor[primary_channel] - val) * fabsf(1.0f - val); } KeyingOperation::KeyingOperation() : NodeOperation() { this->addInputSocket(COM_DT_COLOR); this->addInputSocket(COM_DT_COLOR); this->addInputSocket(COM_DT_VALUE); this->addInputSocket(COM_DT_VALUE); this->addOutputSocket(COM_DT_VALUE); this->screenBalance = 0.5f; this->pixelReader = NULL; this->screenReader = NULL; this->garbageReader = NULL; this->coreReader = NULL; } void KeyingOperation::initExecution() { this->pixelReader = this->getInputSocketReader(0); this->screenReader = this->getInputSocketReader(1); this->garbageReader = this->getInputSocketReader(2); this->coreReader = this->getInputSocketReader(3); } void KeyingOperation::deinitExecution() { this->pixelReader = NULL; this->screenReader = NULL; this->garbageReader = NULL; this->coreReader = NULL; } void KeyingOperation::executePixel(float *color, float x, float y, PixelSampler sampler, MemoryBuffer *inputBuffers[]) { float pixelColor[4]; float screenColor[4]; float garbageValue[4]; float coreValue[4]; this->pixelReader->read(pixelColor, x, y, sampler, inputBuffers); this->screenReader->read(screenColor, x, y, sampler, inputBuffers); this->garbageReader->read(garbageValue, x, y, sampler, inputBuffers); this->coreReader->read(coreValue, x, y, sampler, inputBuffers); int primary_channel = get_pixel_primary_channel(screenColor); if (pixelColor[primary_channel] > 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 overexposured */ color[0] = 1.0f; } else { float saturation = get_pixel_saturation(pixelColor, this->screenBalance, primary_channel); float screen_saturation = get_pixel_saturation(screenColor, this->screenBalance, primary_channel); if (saturation < 0) { /* means main channel of pixel is different from screen, * assume this is completely a foreground */ color[0] = 1.0f; } else if (saturation >= screen_saturation) { /* matched main channels and higher saturation on pixel * is treated as completely background */ color[0] = 0.0f; } else { /* nice alpha falloff on edges */ float distance = 1.0f - saturation / screen_saturation; color[0] = distance; } } /* apply garbage matte */ color[0] = MIN2(color[0], 1.0f - garbageValue[0]); /* apply core matte */ color[0] = MAX2(color[0], coreValue[0]); }