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/*
* Copyright 2012, 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.
*/
#include "COM_ChannelMatteOperation.h"
#include "BLI_math.h"
ChannelMatteOperation::ChannelMatteOperation() : NodeOperation()
{
addInputSocket(COM_DT_COLOR);
addOutputSocket(COM_DT_VALUE);
this->m_inputImageProgram = NULL;
}
void ChannelMatteOperation::initExecution()
{
this->m_inputImageProgram = this->getInputSocketReader(0);
this->m_limit_range = this->m_limit_max - this->m_limit_min;
switch (this->m_limit_method) {
/* SINGLE */
case 0:
{
/* 123 / RGB / HSV / YUV / YCC */
const int matte_channel = this->m_matte_channel - 1;
const int limit_channel = this->m_limit_channel - 1;
this->m_ids[0] = matte_channel;
this->m_ids[1] = limit_channel;
this->m_ids[2] = limit_channel;
break;
}
/* MAX */
case 1:
{
switch (this->m_matte_channel) {
case 1:
{
this->m_ids[0] = 0;
this->m_ids[1] = 1;
this->m_ids[2] = 2;
break;
}
case 2:
{
this->m_ids[0] = 1;
this->m_ids[1] = 0;
this->m_ids[2] = 2;
break;
}
case 3:
{
this->m_ids[0] = 2;
this->m_ids[1] = 0;
this->m_ids[2] = 1;
break;
}
default:
break;
}
break;
}
default:
break;
}
}
void ChannelMatteOperation::deinitExecution()
{
this->m_inputImageProgram = NULL;
}
void ChannelMatteOperation::executePixelSampled(float output[4], float x, float y, PixelSampler sampler)
{
float inColor[4];
float alpha;
const float limit_max = this->m_limit_max;
const float limit_min = this->m_limit_min;
const float limit_range = this->m_limit_range;
this->m_inputImageProgram->readSampled(inColor, x, y, sampler);
/* matte operation */
alpha = inColor[this->m_ids[0]] - max(inColor[this->m_ids[1]], inColor[this->m_ids[2]]);
/* flip because 0.0 is transparent, not 1.0 */
alpha = 1.0f - alpha;
/* test range */
if (alpha > limit_max) {
alpha = inColor[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_SetAlphaOperation and the Value output
*/
/* don't make something that was more transparent less transparent */
output[0] = min(alpha, inColor[3]);
}
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