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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:
* Jeroen Bakker
* Monique Dewanchand
*/
#include "COM_DifferenceMatteOperation.h"
#include "BLI_math.h"
DifferenceMatteOperation::DifferenceMatteOperation(): NodeOperation() {
addInputSocket(COM_DT_COLOR);
addInputSocket(COM_DT_COLOR);
addOutputSocket(COM_DT_VALUE);
inputImage1Program = NULL;
inputImage2Program = NULL;
}
void DifferenceMatteOperation::initExecution() {
this->inputImage1Program = this->getInputSocketReader(0);
this->inputImage2Program = this->getInputSocketReader(1);
}
void DifferenceMatteOperation::deinitExecution() {
this->inputImage1Program= NULL;
this->inputImage2Program= NULL;
}
void DifferenceMatteOperation::executePixel(float* outputValue, float x, float y, PixelSampler sampler, MemoryBuffer *inputBuffers[]) {
float inColor1[4];
float inColor2[4];
const float tolerence=this->settings->t1;
const float falloff=this->settings->t2;
float difference;
float alpha;
this->inputImage1Program->read(inColor1, x, y, sampler, inputBuffers);
this->inputImage2Program->read(inColor2, x, y, sampler, inputBuffers);
difference= fabs(inColor2[0]-inColor1[0])+
fabs(inColor2[1]-inColor1[1])+
fabs(inColor2[2]-inColor1[2]);
/*average together the distances*/
difference=difference/3.0;
/*make 100% transparent*/
if(difference < tolerence) {
outputValue[0]=0.0;
}
/*in the falloff region, make partially transparent */
else if(difference < falloff+tolerence) {
difference=difference-tolerence;
alpha=difference/falloff;
/*only change if more transparent than before */
if(alpha < inColor1[3]) {
outputValue[0]=alpha;
}
else { /* leave as before */
outputValue[0]=inColor1[3];
}
}
else {
/*foreground object*/
outputValue[0]= inColor1[3];
}
}
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