/* * Copyright 2011, Blender Foundation. * * 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. * * Contributor: * Jeroen Bakker * Monique Dewanchand */ #include "COM_DifferenceMatteOperation.h" #include "BLI_math.h" DifferenceMatteOperation::DifferenceMatteOperation() : NodeOperation() { addInputSocket(COM_DT_COLOR); addInputSocket(COM_DT_COLOR); addOutputSocket(COM_DT_VALUE); inputImage1Program = NULL; inputImage2Program = NULL; } void DifferenceMatteOperation::initExecution() { this->inputImage1Program = this->getInputSocketReader(0); this->inputImage2Program = this->getInputSocketReader(1); } void DifferenceMatteOperation::deinitExecution() { this->inputImage1Program = NULL; this->inputImage2Program = NULL; } void DifferenceMatteOperation::executePixel(float *outputValue, float x, float y, PixelSampler sampler, MemoryBuffer *inputBuffers[]) { float inColor1[4]; float inColor2[4]; const float tolerence = this->settings->t1; const float falloff = this->settings->t2; float difference; float alpha; this->inputImage1Program->read(inColor1, x, y, sampler, inputBuffers); this->inputImage2Program->read(inColor2, x, y, sampler, inputBuffers); difference = (fabsf(inColor2[0] - inColor1[0]) + fabsf(inColor2[1] - inColor1[1]) + fabsf(inColor2[2] - inColor1[2])); /* average together the distances */ difference = difference / 3.0f; /*make 100% transparent*/ if (difference < tolerence) { outputValue[0] = 0.0f; } /*in the falloff region, make partially transparent */ else if (difference < falloff + tolerence) { difference = difference - tolerence; alpha = difference / falloff; /*only change if more transparent than before */ if (alpha < inColor1[3]) { outputValue[0] = alpha; } else { /* leave as before */ outputValue[0] = inColor1[3]; } } else { /*foreground object*/ outputValue[0] = inColor1[3]; } }