/* * 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_DistanceRGBMatteOperation.h" #include "BLI_math.h" namespace blender::compositor { DistanceRGBMatteOperation::DistanceRGBMatteOperation() { this->addInputSocket(DataType::Color); this->addInputSocket(DataType::Color); this->addOutputSocket(DataType::Value); this->m_inputImageProgram = nullptr; this->m_inputKeyProgram = nullptr; } void DistanceRGBMatteOperation::initExecution() { this->m_inputImageProgram = this->getInputSocketReader(0); this->m_inputKeyProgram = this->getInputSocketReader(1); } void DistanceRGBMatteOperation::deinitExecution() { this->m_inputImageProgram = nullptr; this->m_inputKeyProgram = nullptr; } float DistanceRGBMatteOperation::calculateDistance(float key[4], float image[4]) { return len_v3v3(key, image); } void DistanceRGBMatteOperation::executePixelSampled(float output[4], float x, float y, PixelSampler sampler) { float inKey[4]; float inImage[4]; const float tolerance = this->m_settings->t1; const float falloff = this->m_settings->t2; float distance; float alpha; this->m_inputKeyProgram->readSampled(inKey, x, y, sampler); this->m_inputImageProgram->readSampled(inImage, x, y, sampler); distance = this->calculateDistance(inKey, inImage); /* Store matte(alpha) value in [0] to go with * COM_SetAlphaMultiplyOperation and the Value output. */ /* Make 100% transparent. */ if (distance < tolerance) { output[0] = 0.0f; } /* In the falloff region, make partially transparent. */ else if (distance < falloff + tolerance) { distance = distance - tolerance; alpha = distance / falloff; /* Only change if more transparent than before. */ if (alpha < inImage[3]) { output[0] = alpha; } else { /* leave as before */ output[0] = inImage[3]; } } else { /* leave as before */ output[0] = inImage[3]; } } } // namespace blender::compositor