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/*
* 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 2012, Blender Foundation.
*/
#include "COM_ChannelMatteOperation.h"
namespace blender::compositor {
ChannelMatteOperation::ChannelMatteOperation()
{
add_input_socket(DataType::Color);
add_output_socket(DataType::Value);
input_image_program_ = nullptr;
flags.can_be_constant = true;
}
void ChannelMatteOperation::init_execution()
{
input_image_program_ = this->get_input_socket_reader(0);
limit_range_ = limit_max_ - limit_min_;
switch (limit_method_) {
/* SINGLE */
case 0: {
/* 123 / RGB / HSV / YUV / YCC */
const int matte_channel = matte_channel_ - 1;
const int limit_channel = limit_channel_ - 1;
ids_[0] = matte_channel;
ids_[1] = limit_channel;
ids_[2] = limit_channel;
break;
}
/* MAX */
case 1: {
switch (matte_channel_) {
case 1: {
ids_[0] = 0;
ids_[1] = 1;
ids_[2] = 2;
break;
}
case 2: {
ids_[0] = 1;
ids_[1] = 0;
ids_[2] = 2;
break;
}
case 3: {
ids_[0] = 2;
ids_[1] = 0;
ids_[2] = 1;
break;
}
default:
break;
}
break;
}
default:
break;
}
}
void ChannelMatteOperation::deinit_execution()
{
input_image_program_ = nullptr;
}
void ChannelMatteOperation::execute_pixel_sampled(float output[4],
float x,
float y,
PixelSampler sampler)
{
float in_color[4];
float alpha;
const float limit_max = limit_max_;
const float limit_min = limit_min_;
const float limit_range = limit_range_;
input_image_program_->read_sampled(in_color, x, y, sampler);
/* matte operation */
alpha = in_color[ids_[0]] - MAX2(in_color[ids_[1]], in_color[ids_[2]]);
/* flip because 0.0 is transparent, not 1.0 */
alpha = 1.0f - alpha;
/* test range */
if (alpha > limit_max) {
alpha = in_color[3]; /* Whatever it was prior. */
}
else if (alpha < limit_min) {
alpha = 0.0f;
}
else { /* Blend. */
alpha = (alpha - limit_min) / limit_range;
}
/* 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] = MIN2(alpha, in_color[3]);
}
void ChannelMatteOperation::update_memory_buffer_partial(MemoryBuffer *output,
const rcti &area,
Span<MemoryBuffer *> inputs)
{
for (BuffersIterator<float> it = output->iterate_with(inputs, area); !it.is_end(); ++it) {
const float *color = it.in(0);
/* Matte operation. */
float alpha = color[ids_[0]] - MAX2(color[ids_[1]], color[ids_[2]]);
/* Flip because 0.0 is transparent, not 1.0. */
alpha = 1.0f - alpha;
/* Test range. */
if (alpha > limit_max_) {
alpha = color[3]; /* Whatever it was prior. */
}
else if (alpha < limit_min_) {
alpha = 0.0f;
}
else { /* Blend. */
alpha = (alpha - limit_min_) / limit_range_;
}
/* 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 = MIN2(alpha, color[3]);
}
}
} // namespace blender::compositor
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