/* * 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); this->m_inputImageReader = NULL; this->m_inputFacReader = NULL; this->m_spillChannel = 1; // GREEN } void ColorSpillOperation::initExecution() { this->m_inputImageReader = this->getInputSocketReader(0); this->m_inputFacReader = this->getInputSocketReader(1); if (this->m_spillChannel == 0) { this->m_rmut = -1.0f; this->m_gmut = 1.0f; this->m_bmut = 1.0f; this->m_channel2 = 1; this->m_channel3 = 2; if (this->m_settings->unspill == 0) { this->m_settings->uspillr = 1.0f; this->m_settings->uspillg = 0.0f; this->m_settings->uspillb = 0.0f; } } else if (this->m_spillChannel == 1) { this->m_rmut = 1.0f; this->m_gmut = -1.0f; this->m_bmut = 1.0f; this->m_channel2 = 0; this->m_channel3 = 2; if (this->m_settings->unspill == 0) { this->m_settings->uspillr = 0.0f; this->m_settings->uspillg = 1.0f; this->m_settings->uspillb = 0.0f; } } else { this->m_rmut = 1.0f; this->m_gmut = 1.0f; this->m_bmut = -1.0f; this->m_channel2 = 0; this->m_channel3 = 1; if (this->m_settings->unspill == 0) { this->m_settings->uspillr = 0.0f; this->m_settings->uspillg = 0.0f; this->m_settings->uspillb = 1.0f; } } } void ColorSpillOperation::deinitExecution() { this->m_inputImageReader = NULL; this->m_inputFacReader = NULL; } void ColorSpillOperation::executePixel(float output[4], float x, float y, PixelSampler sampler) { float fac[4]; float input[4]; this->m_inputFacReader->read(fac, x, y, sampler); this->m_inputImageReader->read(input, x, y, sampler); float rfac = min(1.0f, fac[0]); float map = calculateMapValue(rfac, input); if (map > 0.0f) { output[0] = input[0] + this->m_rmut * (this->m_settings->uspillr * map); output[1] = input[1] + this->m_gmut * (this->m_settings->uspillg * map); output[2] = input[2] + this->m_bmut * (this->m_settings->uspillb * map); output[3] = input[3]; } else { copy_v4_v4(output, input); } } float ColorSpillOperation::calculateMapValue(float fac, float *input) { return fac * (input[this->m_spillChannel] - (this->m_settings->limscale * input[this->m_settings->limchan])); } float ColorSpillAverageOperation::calculateMapValue(float fac, float *input) { return fac * (input[this->m_spillChannel] - (this->m_settings->limscale * AVG(input[this->m_channel2], input[this->m_channel3]))); }