/* * 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_MixSoftLightOperation.h" MixSoftLightOperation::MixSoftLightOperation(): MixBaseOperation() { } void MixSoftLightOperation::executePixel(float *outputValue, float x, float y, PixelSampler sampler, MemoryBuffer *inputBuffers[])\ { float inputColor1[4]; float inputColor2[4]; float value; inputValueOperation->read(&value, x, y, sampler, inputBuffers); inputColor1Operation->read(&inputColor1[0], x, y, sampler, inputBuffers); inputColor2Operation->read(&inputColor2[0], x, y, sampler, inputBuffers); if (this->useValueAlphaMultiply()) { value *= inputColor2[3]; } float valuem = 1.0f - value; float scr, scg, scb; /* first calculate non-fac based Screen mix */ scr = 1.0f - (1.0f - inputColor2[0]) * (1.0f - inputColor1[0]); scg = 1.0f - (1.0f - inputColor2[1]) * (1.0f - inputColor1[1]); scb = 1.0f - (1.0f - inputColor2[2]) * (1.0f - inputColor1[2]); outputValue[0] = valuem*(inputColor1[0]) + value*(((1.0f - inputColor1[0]) * inputColor2[0] * (inputColor1[0])) + (inputColor1[0] * scr)); outputValue[1] = valuem*(inputColor1[1]) + value*(((1.0f - inputColor1[1]) * inputColor2[1] * (inputColor1[1])) + (inputColor1[1] * scg)); outputValue[2] = valuem*(inputColor1[2]) + value*(((1.0f - inputColor1[2]) * inputColor2[2] * (inputColor1[2])) + (inputColor1[2] * scb)); outputValue[3] = inputColor1[3]; }