Files
test/source/blender/compositor/operations/COM_KeyingOperation.cc
Campbell Barton e955c94ed3 License Headers: Set copyright to "Blender Authors", add AUTHORS
Listing the "Blender Foundation" as copyright holder implied the Blender
Foundation holds copyright to files which may include work from many
developers.

While keeping copyright on headers makes sense for isolated libraries,
Blender's own code may be refactored or moved between files in a way
that makes the per file copyright holders less meaningful.

Copyright references to the "Blender Foundation" have been replaced with
"Blender Authors", with the exception of `./extern/` since these this
contains libraries which are more isolated, any changed to license
headers there can be handled on a case-by-case basis.

Some directories in `./intern/` have also been excluded:

- `./intern/cycles/` it's own `AUTHORS` file is planned.
- `./intern/opensubdiv/`.

An "AUTHORS" file has been added, using the chromium projects authors
file as a template.

Design task: #110784

Ref !110783.
2023-08-16 00:20:26 +10:00

144 lines
4.5 KiB
C++

/* SPDX-FileCopyrightText: 2012 Blender Authors
*
* SPDX-License-Identifier: GPL-2.0-or-later */
#include "COM_KeyingOperation.h"
#include "BLI_math_geom.h"
namespace blender::compositor {
static float get_pixel_saturation(const float pixel_color[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 * pixel_color[min_channel] +
(1.0f - screen_balance) * pixel_color[max_channel];
return (pixel_color[primary_channel] - val) * fabsf(1.0f - val);
}
KeyingOperation::KeyingOperation()
{
this->add_input_socket(DataType::Color);
this->add_input_socket(DataType::Color);
this->add_output_socket(DataType::Value);
screen_balance_ = 0.5f;
pixel_reader_ = nullptr;
screen_reader_ = nullptr;
}
void KeyingOperation::init_execution()
{
pixel_reader_ = this->get_input_socket_reader(0);
screen_reader_ = this->get_input_socket_reader(1);
}
void KeyingOperation::deinit_execution()
{
pixel_reader_ = nullptr;
screen_reader_ = nullptr;
}
void KeyingOperation::execute_pixel_sampled(float output[4],
float x,
float y,
PixelSampler sampler)
{
float pixel_color[4];
float screen_color[4];
pixel_reader_->read_sampled(pixel_color, x, y, sampler);
screen_reader_->read_sampled(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, screen_balance_, primary_channel);
float screen_saturation = get_pixel_saturation(screen_color, screen_balance_, 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;
}
}
}
void KeyingOperation::update_memory_buffer_partial(MemoryBuffer *output,
const rcti &area,
Span<MemoryBuffer *> inputs)
{
for (BuffersIterator<float> it = output->iterate_with(inputs, area); !it.is_end(); ++it) {
const float *pixel_color = it.in(0);
const float *screen_color = it.in(1);
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.
*/
it.out[0] = 1.0f;
}
else {
const float saturation = get_pixel_saturation(pixel_color, screen_balance_, primary_channel);
const float screen_saturation = get_pixel_saturation(
screen_color, screen_balance_, primary_channel);
if (saturation < 0) {
/* Means main channel of pixel is different from screen,
* assume this is completely a foreground.
*/
it.out[0] = 1.0f;
}
else if (saturation >= screen_saturation) {
/* Matched main channels and higher saturation on pixel
* is treated as completely background.
*/
it.out[0] = 0.0f;
}
else {
/* Nice alpha falloff on edges. */
const float distance = 1.0f - saturation / screen_saturation;
it.out[0] = distance;
}
}
}
}
} // namespace blender::compositor