Files
test2/source/blender/compositor/operations/COM_KeyingOperation.cc
Habib Gahbiche 9cc038f580 Fullframe compositor: unify behavior of size inference with realtime-compositor
Make size inference consistent with the viewport compositor (from a user's perspective). This patch uses constat folding to create a constant output out of constant inputs. This is consistent with the results of the realtime compositor.

Nodes not included in this patch require further refactoring or discussion. They will be addressed in future patches.

Pull Request: https://projects.blender.org/blender/blender/pulls/114755
2023-11-26 12:14:35 +01:00

146 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 = std::min(other_1, other_2);
const int max_channel = std::max(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;
flags_.can_be_constant = true;
}
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