/* * 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_ConvolutionEdgeFilterOperation.h" #include "BLI_math.h" namespace blender::compositor { void ConvolutionEdgeFilterOperation::executePixel(float output[4], int x, int y, void * /*data*/) { float in1[4], in2[4], res1[4] = {0.0}, res2[4] = {0.0}; int x1 = x - 1; int x2 = x; int x3 = x + 1; int y1 = y - 1; int y2 = y; int y3 = y + 1; CLAMP(x1, 0, getWidth() - 1); CLAMP(x2, 0, getWidth() - 1); CLAMP(x3, 0, getWidth() - 1); CLAMP(y1, 0, getHeight() - 1); CLAMP(y2, 0, getHeight() - 1); CLAMP(y3, 0, getHeight() - 1); float value[4]; this->m_inputValueOperation->read(value, x2, y2, nullptr); float mval = 1.0f - value[0]; this->m_inputOperation->read(in1, x1, y1, nullptr); madd_v3_v3fl(res1, in1, this->m_filter[0]); madd_v3_v3fl(res2, in1, this->m_filter[0]); this->m_inputOperation->read(in1, x2, y1, nullptr); madd_v3_v3fl(res1, in1, this->m_filter[1]); madd_v3_v3fl(res2, in1, this->m_filter[3]); this->m_inputOperation->read(in1, x3, y1, nullptr); madd_v3_v3fl(res1, in1, this->m_filter[2]); madd_v3_v3fl(res2, in1, this->m_filter[6]); this->m_inputOperation->read(in1, x1, y2, nullptr); madd_v3_v3fl(res1, in1, this->m_filter[3]); madd_v3_v3fl(res2, in1, this->m_filter[1]); this->m_inputOperation->read(in2, x2, y2, nullptr); madd_v3_v3fl(res1, in2, this->m_filter[4]); madd_v3_v3fl(res2, in2, this->m_filter[4]); this->m_inputOperation->read(in1, x3, y2, nullptr); madd_v3_v3fl(res1, in1, this->m_filter[5]); madd_v3_v3fl(res2, in1, this->m_filter[7]); this->m_inputOperation->read(in1, x1, y3, nullptr); madd_v3_v3fl(res1, in1, this->m_filter[6]); madd_v3_v3fl(res2, in1, this->m_filter[2]); this->m_inputOperation->read(in1, x2, y3, nullptr); madd_v3_v3fl(res1, in1, this->m_filter[7]); madd_v3_v3fl(res2, in1, this->m_filter[5]); this->m_inputOperation->read(in1, x3, y3, nullptr); madd_v3_v3fl(res1, in1, this->m_filter[8]); madd_v3_v3fl(res2, in1, this->m_filter[8]); output[0] = sqrt(res1[0] * res1[0] + res2[0] * res2[0]); output[1] = sqrt(res1[1] * res1[1] + res2[1] * res2[1]); output[2] = sqrt(res1[2] * res1[2] + res2[2] * res2[2]); output[0] = output[0] * value[0] + in2[0] * mval; output[1] = output[1] * value[0] + in2[1] * mval; output[2] = output[2] * value[0] + in2[2] * mval; output[3] = in2[3]; /* Make sure we don't return negative color. */ output[0] = MAX2(output[0], 0.0f); output[1] = MAX2(output[1], 0.0f); output[2] = MAX2(output[2], 0.0f); output[3] = MAX2(output[3], 0.0f); } } // namespace blender::compositor