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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"
#include "BLI_math.h"
ColorMatteOperation::ColorMatteOperation() : NodeOperation()
{
addInputSocket(COM_DT_COLOR);
addInputSocket(COM_DT_COLOR);
addOutputSocket(COM_DT_VALUE);
this->m_inputImageProgram = NULL;
this->m_inputKeyProgram = NULL;
}
void ColorMatteOperation::initExecution()
{
this->m_inputImageProgram = this->getInputSocketReader(0);
this->m_inputKeyProgram = this->getInputSocketReader(1);
}
void ColorMatteOperation::deinitExecution()
{
this->m_inputImageProgram = NULL;
this->m_inputKeyProgram = NULL;
}
void ColorMatteOperation::executePixelSampled(float output[4],
float x,
float y,
PixelSampler sampler)
{
float inColor[4];
float inKey[4];
const float hue = this->m_settings->t1;
const float sat = this->m_settings->t2;
const float val = this->m_settings->t3;
float h_wrap;
this->m_inputImageProgram->readSampled(inColor, x, y, sampler);
this->m_inputKeyProgram->readSampled(inKey, x, y, sampler);
/* store matte(alpha) value in [0] to go with
* COM_SetAlphaOperation 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 */
}
}
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