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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_ColorMatteOperation.h"
namespace blender::compositor {
ColorMatteOperation::ColorMatteOperation()
{
addInputSocket(DataType::Color);
addInputSocket(DataType::Color);
addOutputSocket(DataType::Value);
m_inputImageProgram = nullptr;
m_inputKeyProgram = nullptr;
flags.can_be_constant = true;
}
void ColorMatteOperation::initExecution()
{
m_inputImageProgram = this->getInputSocketReader(0);
m_inputKeyProgram = this->getInputSocketReader(1);
}
void ColorMatteOperation::deinitExecution()
{
m_inputImageProgram = nullptr;
m_inputKeyProgram = nullptr;
}
void ColorMatteOperation::executePixelSampled(float output[4],
float x,
float y,
PixelSampler sampler)
{
float inColor[4];
float inKey[4];
const float hue = m_settings->t1;
const float sat = m_settings->t2;
const float val = m_settings->t3;
float h_wrap;
m_inputImageProgram->readSampled(inColor, x, y, sampler);
m_inputKeyProgram->readSampled(inKey, x, y, sampler);
/* Store matte(alpha) value in [0] to go with
* COM_SetAlphaMultiplyOperation and the Value output.
*/
if (
/* Do hue last because it needs to wrap, and does some more checks. */
/* sat */ (fabsf(inColor[1] - inKey[1]) < sat) &&
/* val */ (fabsf(inColor[2] - inKey[2]) < val) &&
/* multiply by 2 because it wraps on both sides of the hue,
* otherwise 0.5 would key all hue's */
/* hue */ ((h_wrap = 2.0f * fabsf(inColor[0] - inKey[0])) < hue || (2.0f - h_wrap) < hue)) {
output[0] = 0.0f; /* make transparent */
}
else { /* Pixel is outside key color. */
output[0] = inColor[3]; /* Make pixel just as transparent as it was before. */
}
}
void ColorMatteOperation::update_memory_buffer_partial(MemoryBuffer *output,
const rcti &area,
Span<MemoryBuffer *> inputs)
{
const float hue = m_settings->t1;
const float sat = m_settings->t2;
const float val = m_settings->t3;
for (BuffersIterator<float> it = output->iterate_with(inputs, area); !it.is_end(); ++it) {
const float *in_color = it.in(0);
const float *in_key = it.in(1);
/* Store matte(alpha) value in [0] to go with
* COM_SetAlphaMultiplyOperation and the Value output.
*/
float h_wrap;
if (
/* Do hue last because it needs to wrap, and does some more checks. */
/* #sat */ (fabsf(in_color[1] - in_key[1]) < sat) &&
/* #val */ (fabsf(in_color[2] - in_key[2]) < val) &&
/* Multiply by 2 because it wraps on both sides of the hue,
* otherwise 0.5 would key all hue's. */
/* #hue */
((h_wrap = 2.0f * fabsf(in_color[0] - in_key[0])) < hue || (2.0f - h_wrap) < hue)) {
it.out[0] = 0.0f; /* Make transparent. */
}
else { /* Pixel is outside key color. */
it.out[0] = in_color[3]; /* Make pixel just as transparent as it was before. */
}
}
}
} // namespace blender::compositor
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