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/*
* Copyright 2011, Blender Foundation.
*
* This Reader 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 Reader 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 Reader; if not, write to the Free Software Foundation,
* Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
*
* Contributor:
* Jeroen Bakker
* Monique Dewanchand
*/
#include "COM_ColorSpillOperation.h"
#include "BLI_math.h"
#define AVG(a, b) ((a + b) / 2)
ColorSpillOperation::ColorSpillOperation() : NodeOperation()
{
addInputSocket(COM_DT_COLOR);
addInputSocket(COM_DT_VALUE);
addOutputSocket(COM_DT_COLOR);
this->m_inputImageReader = NULL;
this->m_inputFacReader = NULL;
this->m_spillChannel = 1; // GREEN
}
void ColorSpillOperation::initExecution()
{
this->m_inputImageReader = this->getInputSocketReader(0);
this->m_inputFacReader = this->getInputSocketReader(1);
if (this->m_spillChannel == 0) {
this->m_rmut = -1.0f;
this->m_gmut = 1.0f;
this->m_bmut = 1.0f;
this->m_channel2 = 1;
this->m_channel3 = 2;
if (this->m_settings->unspill == 0) {
this->m_settings->uspillr = 1.0f;
this->m_settings->uspillg = 0.0f;
this->m_settings->uspillb = 0.0f;
}
}
else if (this->m_spillChannel == 1) {
this->m_rmut = 1.0f;
this->m_gmut = -1.0f;
this->m_bmut = 1.0f;
this->m_channel2 = 0;
this->m_channel3 = 2;
if (this->m_settings->unspill == 0) {
this->m_settings->uspillr = 0.0f;
this->m_settings->uspillg = 1.0f;
this->m_settings->uspillb = 0.0f;
}
}
else {
this->m_rmut = 1.0f;
this->m_gmut = 1.0f;
this->m_bmut = -1.0f;
this->m_channel2 = 0;
this->m_channel3 = 1;
if (this->m_settings->unspill == 0) {
this->m_settings->uspillr = 0.0f;
this->m_settings->uspillg = 0.0f;
this->m_settings->uspillb = 1.0f;
}
}
}
void ColorSpillOperation::deinitExecution()
{
this->m_inputImageReader = NULL;
this->m_inputFacReader = NULL;
}
void ColorSpillOperation::executePixelSampled(float output[4], float x, float y, PixelSampler sampler)
{
float fac[4];
float input[4];
this->m_inputFacReader->readSampled(fac, x, y, sampler);
this->m_inputImageReader->readSampled(input, x, y, sampler);
float rfac = min(1.0f, fac[0]);
float map = calculateMapValue(rfac, input);
if (map > 0.0f) {
output[0] = input[0] + this->m_rmut * (this->m_settings->uspillr * map);
output[1] = input[1] + this->m_gmut * (this->m_settings->uspillg * map);
output[2] = input[2] + this->m_bmut * (this->m_settings->uspillb * map);
output[3] = input[3];
}
else {
copy_v4_v4(output, input);
}
}
float ColorSpillOperation::calculateMapValue(float fac, float *input)
{
return fac * (input[this->m_spillChannel] - (this->m_settings->limscale * input[this->m_settings->limchan]));
}
float ColorSpillAverageOperation::calculateMapValue(float fac, float *input)
{
return fac * (input[this->m_spillChannel] - (this->m_settings->limscale * AVG(input[this->m_channel2], input[this->m_channel3])));
}
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