/* * 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 2011, Blender Foundation. */ #include "COM_ColorMatteOperation.h" #include "BLI_math.h" ColorMatteOperation::ColorMatteOperation() : NodeOperation() { addInputSocket(COM_DT_COLOR); addInputSocket(COM_DT_COLOR); addOutputSocket(COM_DT_VALUE); this->m_inputImageProgram = NULL; this->m_inputKeyProgram = NULL; } void ColorMatteOperation::initExecution() { this->m_inputImageProgram = this->getInputSocketReader(0); this->m_inputKeyProgram = this->getInputSocketReader(1); } void ColorMatteOperation::deinitExecution() { this->m_inputImageProgram = NULL; this->m_inputKeyProgram = NULL; } void ColorMatteOperation::executePixelSampled(float output[4], float x, float y, PixelSampler sampler) { float inColor[4]; float inKey[4]; const float hue = this->m_settings->t1; const float sat = this->m_settings->t2; const float val = this->m_settings->t3; float h_wrap; this->m_inputImageProgram->readSampled(inColor, x, y, sampler); this->m_inputKeyProgram->readSampled(inKey, x, y, sampler); /* store matte(alpha) value in [0] to go with * COM_SetAlphaOperation and the Value output */ if ( /* do hue last because it needs to wrap, and does some more checks */ /* sat */ (fabsf(inColor[1] - inKey[1]) < sat) && /* val */ (fabsf(inColor[2] - inKey[2]) < val) && /* multiply by 2 because it wraps on both sides of the hue, * otherwise 0.5 would key all hue's */ /* hue */ ((h_wrap = 2.0f * fabsf(inColor[0] - inKey[0])) < hue || (2.0f - h_wrap) < hue)) { output[0] = 0.0f; /* make transparent */ } else { /*pixel is outside key color */ output[0] = inColor[3]; /* make pixel just as transparent as it was before */ } }