/* * 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_LuminanceMatteOperation.h" #include "IMB_colormanagement.h" namespace blender::compositor { LuminanceMatteOperation::LuminanceMatteOperation() { addInputSocket(DataType::Color); addOutputSocket(DataType::Value); this->m_inputImageProgram = nullptr; flags.can_be_constant = true; } void LuminanceMatteOperation::initExecution() { this->m_inputImageProgram = this->getInputSocketReader(0); } void LuminanceMatteOperation::deinitExecution() { this->m_inputImageProgram = nullptr; } void LuminanceMatteOperation::executePixelSampled(float output[4], float x, float y, PixelSampler sampler) { float inColor[4]; this->m_inputImageProgram->readSampled(inColor, x, y, sampler); const float high = this->m_settings->t1; const float low = this->m_settings->t2; const float luminance = IMB_colormanagement_get_luminance(inColor); float alpha; /* one line thread-friend algorithm: * output[0] = MIN2(inputValue[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, inColor[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 = m_settings->t1; const float low = m_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