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/* SPDX-License-Identifier: GPL-2.0-or-later
* Copyright 2011 Blender Foundation. */
#include "COM_DistanceRGBMatteOperation.h"
namespace blender::compositor {
DistanceRGBMatteOperation::DistanceRGBMatteOperation()
{
this->add_input_socket(DataType::Color);
this->add_input_socket(DataType::Color);
this->add_output_socket(DataType::Value);
input_image_program_ = nullptr;
input_key_program_ = nullptr;
flags_.can_be_constant = true;
}
void DistanceRGBMatteOperation::init_execution()
{
input_image_program_ = this->get_input_socket_reader(0);
input_key_program_ = this->get_input_socket_reader(1);
}
void DistanceRGBMatteOperation::deinit_execution()
{
input_image_program_ = nullptr;
input_key_program_ = nullptr;
}
float DistanceRGBMatteOperation::calculate_distance(const float key[4], const float image[4])
{
return len_v3v3(key, image);
}
void DistanceRGBMatteOperation::execute_pixel_sampled(float output[4],
float x,
float y,
PixelSampler sampler)
{
float in_key[4];
float in_image[4];
const float tolerance = settings_->t1;
const float falloff = settings_->t2;
float distance;
float alpha;
input_key_program_->read_sampled(in_key, x, y, sampler);
input_image_program_->read_sampled(in_image, x, y, sampler);
distance = this->calculate_distance(in_key, in_image);
/* Store matte(alpha) value in [0] to go with
* COM_SetAlphaMultiplyOperation and the Value output.
*/
/* Make 100% transparent. */
if (distance < tolerance) {
output[0] = 0.0f;
}
/* In the falloff region, make partially transparent. */
else if (distance < falloff + tolerance) {
distance = distance - tolerance;
alpha = distance / falloff;
/* Only change if more transparent than before. */
if (alpha < in_image[3]) {
output[0] = alpha;
}
else { /* leave as before */
output[0] = in_image[3];
}
}
else {
/* leave as before */
output[0] = in_image[3];
}
}
void DistanceRGBMatteOperation::update_memory_buffer_partial(MemoryBuffer *output,
const rcti &area,
Span<MemoryBuffer *> inputs)
{
for (BuffersIterator<float> it = output->iterate_with(inputs, area); !it.is_end(); ++it) {
const float *in_image = it.in(0);
const float *in_key = it.in(1);
float distance = this->calculate_distance(in_key, in_image);
const float tolerance = settings_->t1;
const float falloff = settings_->t2;
/* Store matte(alpha) value in [0] to go with
* COM_SetAlphaMultiplyOperation and the Value output.
*/
/* Make 100% transparent. */
if (distance < tolerance) {
it.out[0] = 0.0f;
}
/* In the falloff region, make partially transparent. */
else if (distance < falloff + tolerance) {
distance = distance - tolerance;
const float alpha = distance / falloff;
/* Only change if more transparent than before. */
if (alpha < in_image[3]) {
it.out[0] = alpha;
}
else { /* Leave as before. */
it.out[0] = in_image[3];
}
}
else {
/* Leave as before. */
it.out[0] = in_image[3];
}
}
}
} // namespace blender::compositor
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