/* * Copyright 2011, Blender Foundation. * * This Reader 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 Reader 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 Reader; if not, write to the Free Software Foundation, * Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA. * * Contributor: * Jeroen Bakker * Monique Dewanchand */ #include "COM_ColorSpillOperation.h" #include "BLI_math.h" #define AVG(a, b) ((a + b) / 2) ColorSpillOperation::ColorSpillOperation() : NodeOperation() { addInputSocket(COM_DT_COLOR); addInputSocket(COM_DT_VALUE); addOutputSocket(COM_DT_COLOR); inputImageReader = NULL; inputFacReader = NULL; this->spillChannel = 1; // GREEN } void ColorSpillOperation::initExecution() { this->inputImageReader = this->getInputSocketReader(0); this->inputFacReader = this->getInputSocketReader(1); if (spillChannel == 0) { this->rmut = -1.0f; this->gmut = 1.0f; this->bmut = 1.0f; this->channel2 = 1; this->channel3 = 2; if (this->settings->unspill == 0) { this->settings->uspillr = 1.0f; this->settings->uspillg = 0.0f; this->settings->uspillb = 0.0f; } } else if (spillChannel == 1) { this->rmut = 1.0f; this->gmut = -1.0f; this->bmut = 1.0f; this->channel2 = 0; this->channel3 = 2; if (this->settings->unspill == 0) { this->settings->uspillr = 0.0f; this->settings->uspillg = 1.0f; this->settings->uspillb = 0.0f; } } else { this->rmut = 1.0f; this->gmut = 1.0f; this->bmut = -1.0f; this->channel2 = 0; this->channel3 = 1; if (this->settings->unspill == 0) { this->settings->uspillr = 0.0f; this->settings->uspillg = 0.0f; this->settings->uspillb = 1.0f; } } } void ColorSpillOperation::deinitExecution() { this->inputImageReader = NULL; this->inputFacReader = NULL; } void ColorSpillOperation::executePixel(float *outputValue, float x, float y, PixelSampler sampler, MemoryBuffer *inputBuffers[]) { float fac[4]; float input[4]; this->inputFacReader->read(fac, x, y, sampler, inputBuffers); this->inputImageReader->read(input, x, y, sampler, inputBuffers); float rfac = min(1.0f, fac[0]); float map = calculateMapValue(rfac, input); if (map > 0.0f) { outputValue[0] = input[0] + this->rmut * (this->settings->uspillr * map); outputValue[1] = input[1] + this->gmut * (this->settings->uspillg * map); outputValue[2] = input[2] + this->bmut * (this->settings->uspillb * map); outputValue[3] = input[3]; } else { copy_v4_v4(outputValue, input); } } float ColorSpillOperation::calculateMapValue(float fac, float *input) { return fac * (input[this->spillChannel] - (this->settings->limscale * input[this->settings->limchan])); } float ColorSpillAverageOperation::calculateMapValue(float fac, float *input) { return fac * (input[this->spillChannel] - (this->settings->limscale * AVG(input[this->channel2], input[this->channel3]))); }