Blender V4.3
COM_KeyingOperation.cc
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1/* SPDX-FileCopyrightText: 2012 Blender Authors
2 *
3 * SPDX-License-Identifier: GPL-2.0-or-later */
4
6
7#include "BLI_math_geom.h"
8
9namespace blender::compositor {
10
11static float get_pixel_saturation(const float pixel_color[4],
12 float screen_balance,
13 int primary_channel)
14{
15 const int other_1 = (primary_channel + 1) % 3;
16 const int other_2 = (primary_channel + 2) % 3;
17
18 const int min_channel = std::min(other_1, other_2);
19 const int max_channel = std::max(other_1, other_2);
20
21 const float val = pixel_color[max_channel] +
22 screen_balance * (pixel_color[min_channel] - pixel_color[max_channel]);
23
24 return (pixel_color[primary_channel] - val) * fabsf(1.0f - val);
25}
26
37
39 const rcti &area,
41{
42 for (BuffersIterator<float> it = output->iterate_with(inputs, area); !it.is_end(); ++it) {
43 const float *pixel_color = it.in(0);
44 const float *screen_color = it.in(1);
45
46 const int primary_channel = max_axis_v3(screen_color);
47 const float min_pixel_color = min_fff(pixel_color[0], pixel_color[1], pixel_color[2]);
48
49 if (min_pixel_color > 1.0f) {
50 /* Overexposure doesn't happen on screen itself and usually happens
51 * on light sources in the shot, this need to be checked separately
52 * because saturation and falloff calculation is based on the fact
53 * that pixels are not overexposed.
54 */
55 it.out[0] = 1.0f;
56 }
57 else {
58 const float saturation = get_pixel_saturation(pixel_color, screen_balance_, primary_channel);
59 const float screen_saturation = get_pixel_saturation(
60 screen_color, screen_balance_, primary_channel);
61
62 if (saturation < 0) {
63 /* Means main channel of pixel is different from screen,
64 * assume this is completely a foreground.
65 */
66 it.out[0] = 1.0f;
67 }
68 else if (saturation >= screen_saturation) {
69 /* Matched main channels and higher saturation on pixel
70 * is treated as completely background.
71 */
72 it.out[0] = 0.0f;
73 }
74 else {
75 /* Nice alpha falloff on edges. */
76 const float distance = 1.0f - saturation / screen_saturation;
77 it.out[0] = distance;
78 }
79 }
80 }
81}
82
83} // namespace blender::compositor
MINLINE float min_fff(float a, float b, float c)
MINLINE int max_axis_v3(const float vec[3])
in reality light always falls off quadratically Particle Retrieve the data of the particle that spawned the object for example to give variation to multiple instances of an object Point Retrieve information about points in a point cloud Retrieve the edges of an object as it appears to Cycles topology will always appear triangulated Convert a blackbody temperature to an RGB value Normal Generate a perturbed normal from an RGB normal map image Typically used for faking highly detailed surfaces Generate an OSL shader from a file or text data block Image Sample an image file as a texture Gabor Generate Gabor noise Gradient Generate interpolated color and intensity values based on the input vector Magic Generate a psychedelic color texture Voronoi Generate Worley noise based on the distance to random points Typically used to generate textures such as or biological cells Brick Generate a procedural texture producing bricks Texture Retrieve multiple types of texture coordinates nTypically used as inputs for texture nodes Vector Convert a or normal between and object coordinate space Combine Create a color from its saturation
#define output
void update_memory_buffer_partial(MemoryBuffer *output, const rcti &area, Span< MemoryBuffer * > inputs) override
a MemoryBuffer contains access to the data
void add_output_socket(DataType datatype)
void add_input_socket(DataType datatype, ResizeMode resize_mode=ResizeMode::Center)
#define fabsf(x)
static float get_pixel_saturation(const float pixel_color[4], float screen_balance, int primary_channel)
typename BuffersIteratorBuilder< T >::Iterator BuffersIterator
static blender::bke::bNodeSocketTemplate inputs[]
float distance(float a, float b)