/* * 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: * Dalai Felinto */ #include "COM_DistanceMatteOperation.h" #include "BLI_math.h" DistanceMatteOperation::DistanceMatteOperation(): NodeOperation() { addInputSocket(COM_DT_COLOR); addInputSocket(COM_DT_COLOR); addOutputSocket(COM_DT_VALUE); inputImageProgram = NULL; inputKeyProgram = NULL; } void DistanceMatteOperation::initExecution() { this->inputImageProgram = this->getInputSocketReader(0); this->inputKeyProgram = this->getInputSocketReader(1); } void DistanceMatteOperation::deinitExecution() { this->inputImageProgram= NULL; this->inputKeyProgram= NULL; } void DistanceMatteOperation::executePixel(float* outputValue, float x, float y, PixelSampler sampler, MemoryBuffer *inputBuffers[]) { float inKey[4]; float inImage[4]; const float tolerence=this->settings->t1; const float falloff=this->settings->t2; float distance; float alpha; this->inputKeyProgram->read(inKey, x, y, sampler, inputBuffers); this->inputImageProgram->read(inImage, x, y, sampler, inputBuffers); distance = sqrt(pow((inKey[0]-inImage[0]),2)+ pow((inKey[1]-inImage[1]),2)+ pow((inKey[2]-inImage[2]),2)); /* store matte(alpha) value in [0] to go with * COM_SetAlphaOperation and the Value output */ /*make 100% transparent */ if (distance < tolerence) { outputValue[0]=0.f; } /*in the falloff region, make partially transparent */ else if (distance < falloff+tolerence) { distance=distance-tolerence; alpha=distance/falloff; /*only change if more transparent than before */ if (alpha < inImage[3]) { outputValue[0]=alpha; } else { /* leave as before */ outputValue[0]=inImage[3]; } } else { /* leave as before */ outputValue[0]=inImage[3]; } }