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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_LuminanceMatteOperation.h"
#include "IMB_colormanagement.h"
namespace blender::compositor {
LuminanceMatteOperation::LuminanceMatteOperation()
{
addInputSocket(DataType::Color);
addOutputSocket(DataType::Value);
m_inputImageProgram = nullptr;
flags.can_be_constant = true;
}
void LuminanceMatteOperation::initExecution()
{
m_inputImageProgram = this->getInputSocketReader(0);
}
void LuminanceMatteOperation::deinitExecution()
{
m_inputImageProgram = nullptr;
}
void LuminanceMatteOperation::executePixelSampled(float output[4],
float x,
float y,
PixelSampler sampler)
{
float inColor[4];
m_inputImageProgram->readSampled(inColor, x, y, sampler);
const float high = m_settings->t1;
const float low = m_settings->t2;
const float luminance = IMB_colormanagement_get_luminance(inColor);
float alpha;
/* one line thread-friend algorithm:
* output[0] = MIN2(inputValue[3], MIN2(1.0f, MAX2(0.0f, ((luminance - low) / (high - low))));
*/
/* test range */
if (luminance > high) {
alpha = 1.0f;
}
else if (luminance < low) {
alpha = 0.0f;
}
else { /* Blend. */
alpha = (luminance - low) / (high - low);
}
/* Store matte(alpha) value in [0] to go with
* COM_SetAlphaMultiplyOperation and the Value output.
*/
/* don't make something that was more transparent less transparent */
output[0] = min_ff(alpha, inColor[3]);
}
void LuminanceMatteOperation::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 *color = it.in(0);
const float luminance = IMB_colormanagement_get_luminance(color);
/* One line thread-friend algorithm:
* `it.out[0] = MIN2(color[3], MIN2(1.0f, MAX2(0.0f, ((luminance - low) / (high - low))));`
*/
/* Test range. */
const float high = m_settings->t1;
const float low = m_settings->t2;
float alpha;
if (luminance > high) {
alpha = 1.0f;
}
else if (luminance < low) {
alpha = 0.0f;
}
else { /* Blend. */
alpha = (luminance - low) / (high - low);
}
/* Store matte(alpha) value in [0] to go with
* COM_SetAlphaMultiplyOperation and the Value output.
*/
/* Don't make something that was more transparent less transparent. */
it.out[0] = MIN2(alpha, color[3]);
}
}
} // namespace blender::compositor
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