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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_DifferenceMatteOperation.h"
#include "BLI_math.h"
namespace blender::compositor {
DifferenceMatteOperation::DifferenceMatteOperation()
{
addInputSocket(DataType::Color);
addInputSocket(DataType::Color);
addOutputSocket(DataType::Value);
this->m_inputImage1Program = nullptr;
this->m_inputImage2Program = nullptr;
}
void DifferenceMatteOperation::initExecution()
{
this->m_inputImage1Program = this->getInputSocketReader(0);
this->m_inputImage2Program = this->getInputSocketReader(1);
}
void DifferenceMatteOperation::deinitExecution()
{
this->m_inputImage1Program = nullptr;
this->m_inputImage2Program = nullptr;
}
void DifferenceMatteOperation::executePixelSampled(float output[4],
float x,
float y,
PixelSampler sampler)
{
float inColor1[4];
float inColor2[4];
const float tolerance = this->m_settings->t1;
const float falloff = this->m_settings->t2;
float difference;
float alpha;
this->m_inputImage1Program->readSampled(inColor1, x, y, sampler);
this->m_inputImage2Program->readSampled(inColor2, x, y, sampler);
difference = (fabsf(inColor2[0] - inColor1[0]) + fabsf(inColor2[1] - inColor1[1]) +
fabsf(inColor2[2] - inColor1[2]));
/* average together the distances */
difference = difference / 3.0f;
/* make 100% transparent */
if (difference <= tolerance) {
output[0] = 0.0f;
}
/*in the falloff region, make partially transparent */
else if (difference <= falloff + tolerance) {
difference = difference - tolerance;
alpha = difference / falloff;
/*only change if more transparent than before */
if (alpha < inColor1[3]) {
output[0] = alpha;
}
else { /* leave as before */
output[0] = inColor1[3];
}
}
else {
/* foreground object */
output[0] = inColor1[3];
}
}
} // namespace blender::compositor
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