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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_DistanceRGBMatteOperation.h"
#include "BLI_math.h"
DistanceRGBMatteOperation::DistanceRGBMatteOperation() : NodeOperation()
{
this->addInputSocket(COM_DT_COLOR);
this->addInputSocket(COM_DT_COLOR);
this->addOutputSocket(COM_DT_VALUE);
this->m_inputImageProgram = NULL;
this->m_inputKeyProgram = NULL;
}
void DistanceRGBMatteOperation::initExecution()
{
this->m_inputImageProgram = this->getInputSocketReader(0);
this->m_inputKeyProgram = this->getInputSocketReader(1);
}
void DistanceRGBMatteOperation::deinitExecution()
{
this->m_inputImageProgram = NULL;
this->m_inputKeyProgram = NULL;
}
float DistanceRGBMatteOperation::calculateDistance(float key[4], float image[4])
{
return len_v3v3(key, image);
}
void DistanceRGBMatteOperation::executePixelSampled(float output[4],
float x,
float y,
PixelSampler sampler)
{
float inKey[4];
float inImage[4];
const float tolerance = this->m_settings->t1;
const float falloff = this->m_settings->t2;
float distance;
float alpha;
this->m_inputKeyProgram->readSampled(inKey, x, y, sampler);
this->m_inputImageProgram->readSampled(inImage, x, y, sampler);
distance = this->calculateDistance(inKey, inImage);
/* store matte(alpha) value in [0] to go with
* COM_SetAlphaOperation 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 < inImage[3]) {
output[0] = alpha;
}
else { /* leave as before */
output[0] = inImage[3];
}
}
else {
/* leave as before */
output[0] = inImage[3];
}
}
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