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COM_ColorMatteOperation.cpp « operations « compositor « blender « source - git.blender.org/blender.git - Unnamed repository; edit this file 'description' to name the repository.
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/*
 * Copyright 2011, 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.
 *
 * Contributor:
 *		Dalai Felinto
 */

#include "COM_ColorMatteOperation.h"
#include "BLI_math.h"

ColorMatteOperation::ColorMatteOperation(): NodeOperation() {
	addInputSocket(COM_DT_COLOR);
	addInputSocket(COM_DT_COLOR);
	addOutputSocket(COM_DT_VALUE);

	inputImageProgram = NULL;
	inputKeyProgram = NULL;
}

void ColorMatteOperation::initExecution() {
	this->inputImageProgram = this->getInputSocketReader(0);
	this->inputKeyProgram = this->getInputSocketReader(1);
}

void ColorMatteOperation::deinitExecution() {
	this->inputImageProgram= NULL;
	this->inputKeyProgram= NULL;
}

void ColorMatteOperation::executePixel(float* outputValue, float x, float y, PixelSampler sampler, MemoryBuffer *inputBuffers[]) {
	float inColor[4];
	float inKey[4];

	const float hue=this->settings->t1;
	const float sat=this->settings->t2;
	const float val=this->settings->t3;

	float h_wrap;

	this->inputImageProgram->read(inColor, x, y, sampler, inputBuffers);
	this->inputKeyProgram->read(inKey, x, y, sampler, inputBuffers);


	/* 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.f * fabsf(inColor[0]-inKey[0])) < hue || (2.f - h_wrap) < hue)
	) {
		outputValue[0]=0.f; /*make transparent*/
	}

	else { /*pixel is outside key color */
		outputValue[0]=inColor[3]; /* make pixel just as transparent as it was before */
	}
}