/* SPDX-License-Identifier: GPL-2.0-or-later * Copyright 2011 Blender Foundation. */ #include "COM_LuminanceMatteOperation.h" #include "IMB_colormanagement.h" namespace blender::compositor { LuminanceMatteOperation::LuminanceMatteOperation() { add_input_socket(DataType::Color); add_output_socket(DataType::Value); input_image_program_ = nullptr; flags_.can_be_constant = true; } void LuminanceMatteOperation::init_execution() { input_image_program_ = this->get_input_socket_reader(0); } void LuminanceMatteOperation::deinit_execution() { input_image_program_ = nullptr; } void LuminanceMatteOperation::execute_pixel_sampled(float output[4], float x, float y, PixelSampler sampler) { float in_color[4]; input_image_program_->read_sampled(in_color, x, y, sampler); const float high = settings_->t1; const float low = settings_->t2; const float luminance = IMB_colormanagement_get_luminance(in_color); float alpha; /* one line thread-friend algorithm: * output[0] = MIN2(input_value[3], MIN2(1.0f, MAX2(0.0f, ((luminance - low) / (high - low)))); */ /* test range */ if (luminance > high) { alpha = 1.0f; } else if (luminance < low) { alpha = 0.0f; } else { /* Blend. */ alpha = (luminance - low) / (high - low); } /* Store matte(alpha) value in [0] to go with * COM_SetAlphaMultiplyOperation and the Value output. */ /* don't make something that was more transparent less transparent */ output[0] = min_ff(alpha, in_color[3]); } void LuminanceMatteOperation::update_memory_buffer_partial(MemoryBuffer *output, const rcti &area, Span inputs) { for (BuffersIterator it = output->iterate_with(inputs, area); !it.is_end(); ++it) { const float *color = it.in(0); const float luminance = IMB_colormanagement_get_luminance(color); /* One line thread-friend algorithm: * `it.out[0] = MIN2(color[3], MIN2(1.0f, MAX2(0.0f, ((luminance - low) / (high - low))));` */ /* Test range. */ const float high = settings_->t1; const float low = settings_->t2; float alpha; if (luminance > high) { alpha = 1.0f; } else if (luminance < low) { alpha = 0.0f; } else { /* Blend. */ alpha = (luminance - low) / (high - low); } /* Store matte(alpha) value in [0] to go with * COM_SetAlphaMultiplyOperation and the Value output. */ /* Don't make something that was more transparent less transparent. */ it.out[0] = MIN2(alpha, color[3]); } } } // namespace blender::compositor