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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 2011, Blender Foundation.
*/
#include "COM_ColorBalanceASCCDLOperation.h"
namespace blender::compositor {
inline float colorbalance_cdl(float in, float offset, float power, float slope)
{
float x = in * slope + offset;
/* prevent NaN */
if (x < 0.0f) {
x = 0.0f;
}
return powf(x, power);
}
ColorBalanceASCCDLOperation::ColorBalanceASCCDLOperation()
{
this->addInputSocket(DataType::Value);
this->addInputSocket(DataType::Color);
this->addOutputSocket(DataType::Color);
m_inputValueOperation = nullptr;
m_inputColorOperation = nullptr;
this->set_canvas_input_index(1);
flags.can_be_constant = true;
}
void ColorBalanceASCCDLOperation::initExecution()
{
m_inputValueOperation = this->getInputSocketReader(0);
m_inputColorOperation = this->getInputSocketReader(1);
}
void ColorBalanceASCCDLOperation::executePixelSampled(float output[4],
float x,
float y,
PixelSampler sampler)
{
float inputColor[4];
float value[4];
m_inputValueOperation->readSampled(value, x, y, sampler);
m_inputColorOperation->readSampled(inputColor, x, y, sampler);
float fac = value[0];
fac = MIN2(1.0f, fac);
const float mfac = 1.0f - fac;
output[0] = mfac * inputColor[0] +
fac * colorbalance_cdl(inputColor[0], m_offset[0], m_power[0], m_slope[0]);
output[1] = mfac * inputColor[1] +
fac * colorbalance_cdl(inputColor[1], m_offset[1], m_power[1], m_slope[1]);
output[2] = mfac * inputColor[2] +
fac * colorbalance_cdl(inputColor[2], m_offset[2], m_power[2], m_slope[2]);
output[3] = inputColor[3];
}
void ColorBalanceASCCDLOperation::update_memory_buffer_row(PixelCursor &p)
{
for (; p.out < p.row_end; p.next()) {
const float *in_factor = p.ins[0];
const float *in_color = p.ins[1];
const float fac = MIN2(1.0f, in_factor[0]);
const float fac_m = 1.0f - fac;
p.out[0] = fac_m * in_color[0] +
fac * colorbalance_cdl(in_color[0], m_offset[0], m_power[0], m_slope[0]);
p.out[1] = fac_m * in_color[1] +
fac * colorbalance_cdl(in_color[1], m_offset[1], m_power[1], m_slope[1]);
p.out[2] = fac_m * in_color[2] +
fac * colorbalance_cdl(in_color[2], m_offset[2], m_power[2], m_slope[2]);
p.out[3] = in_color[3];
}
}
void ColorBalanceASCCDLOperation::deinitExecution()
{
m_inputValueOperation = nullptr;
m_inputColorOperation = nullptr;
}
} // namespace blender::compositor
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