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blender-archive/source/blender/nodes/intern/CMP_nodes/CMP_alphaOver.c

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/**
* $Id$
*
* ***** BEGIN GPL LICENSE BLOCK *****
*
* 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., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
*
* The Original Code is Copyright (C) 2006 Blender Foundation.
* All rights reserved.
*
* The Original Code is: all of this file.
*
* Contributor(s): none yet.
*
* ***** END GPL LICENSE BLOCK *****
*/
#include "../CMP_util.h"
/* **************** ALPHAOVER ******************** */
static bNodeSocketType cmp_node_alphaover_in[]= {
{ SOCK_VALUE, 1, "Fac", 1.0f, 0.0f, 1.0f, 1.0f, 0.0f, 1.0f},
{ SOCK_RGBA, 1, "Image", 0.8f, 0.8f, 0.8f, 1.0f, 0.0f, 1.0f},
{ SOCK_RGBA, 1, "Image", 0.8f, 0.8f, 0.8f, 1.0f, 0.0f, 1.0f},
{ -1, 0, "" }
};
static bNodeSocketType cmp_node_alphaover_out[]= {
{ SOCK_RGBA, 0, "Image", 0.0f, 0.0f, 0.0f, 1.0f, 0.0f, 1.0f},
{ -1, 0, "" }
};
static void do_alphaover_premul(bNode *node, float *out, float *src, float *over, float *fac)
{
if(over[3]<=0.0f) {
QUATCOPY(out, src);
}
else if(fac[0]==1.0f && over[3]>=1.0f) {
QUATCOPY(out, over);
}
else {
float mul= 1.0f - fac[0]*over[3];
out[0]= (mul*src[0]) + fac[0]*over[0];
out[1]= (mul*src[1]) + fac[0]*over[1];
out[2]= (mul*src[2]) + fac[0]*over[2];
out[3]= (mul*src[3]) + fac[0]*over[3];
}
}
/* result will be still premul, but the over part is premulled */
static void do_alphaover_key(bNode *node, float *out, float *src, float *over, float *fac)
{
if(over[3]<=0.0f) {
QUATCOPY(out, src);
}
else if(fac[0]==1.0f && over[3]>=1.0f) {
QUATCOPY(out, over);
}
else {
float premul= fac[0]*over[3];
float mul= 1.0f - premul;
out[0]= (mul*src[0]) + premul*over[0];
out[1]= (mul*src[1]) + premul*over[1];
out[2]= (mul*src[2]) + premul*over[2];
out[3]= (mul*src[3]) + fac[0]*over[3];
}
}
/* result will be still premul, but the over part is premulled */
static void do_alphaover_mixed(bNode *node, float *out, float *src, float *over, float *fac)
{
if(over[3]<=0.0f) {
QUATCOPY(out, src);
}
else if(fac[0]==1.0f && over[3]>=1.0f) {
QUATCOPY(out, over);
}
else {
NodeTwoFloats *ntf= node->storage;
float addfac= 1.0f - ntf->x + over[3]*ntf->x;
float premul= fac[0]*addfac;
float mul= 1.0f - fac[0]*over[3];
out[0]= (mul*src[0]) + premul*over[0];
out[1]= (mul*src[1]) + premul*over[1];
out[2]= (mul*src[2]) + premul*over[2];
out[3]= (mul*src[3]) + fac[0]*over[3];
}
}
static void node_composit_exec_alphaover(void *data, bNode *node, bNodeStack **in, bNodeStack **out)
{
/* stack order in: col col */
/* stack order out: col */
if(out[0]->hasoutput==0)
return;
/* input no image? then only color operation */
== Shader nodes == * Geometry node: Front/back output This is used as a mask for determining whether you're looking at the front side or back side of a mesh, useful for blending materials, my practical need was giving different materials to the pages of a magazine: http://mke3.net/blender/etc/frontback-h264.mov Give 1.0 if it's the front side, and 0.0 if it's the back side. * Extended material node This is the same as the material node, but gives more available inputs and outputs, (basically just connecting up more of ShadeInput and ShadeResult to the node). I didn't want to add it to the normal simple Material node since you don't always need all that stuff, and it would make the node huge, but when you do need it, it's nice to have it. == Comp nodes == * Invert node Inverting is something that happens all the time in a node setup, and this makes it easier. It's been possible to invert previously by adding a mix node and subtracting the input from 1.0, but it's not the best way of doing it. This node: - makes it a lot faster to set up, rather than all the clicking required with the mix node - is a lot more usable amidst a complex comp setup, when you're looking at a node tree, it's very helpful to be able to see at a glance what's going on. Using subtract for inverting is easily mixed up with other nodes in which you are actually subtracting, not inverting, and looks very similar to all the other mix nodes that usually litter a comp tree. - has options to invert the RGB channels, the Alpha channel, or both. This saves adding lots of extra nodes (separate RGBA, subtract, set alpha) when you want to do something simple like invert an alpha channel. I'd like to add this option to other nodes too. There's also a shader node version too. * Also a few fixes that I committed ages ago, but seems to have been overwritten in Bob's node refactor: - adding new compbufs to the set alpha and alphaover nodes when you have only one noodle connected to the lower input - making the fac value on RGB curves still work when there's nothing connected to it
2007-05-31 06:55:02 +00:00
if(in[1]->data==NULL && in[2]->data==NULL) {
do_alphaover_premul(node, out[0]->vec, in[1]->vec, in[2]->vec, in[0]->vec);
}
else {
/* make output size of input image */
== Shader nodes == * Geometry node: Front/back output This is used as a mask for determining whether you're looking at the front side or back side of a mesh, useful for blending materials, my practical need was giving different materials to the pages of a magazine: http://mke3.net/blender/etc/frontback-h264.mov Give 1.0 if it's the front side, and 0.0 if it's the back side. * Extended material node This is the same as the material node, but gives more available inputs and outputs, (basically just connecting up more of ShadeInput and ShadeResult to the node). I didn't want to add it to the normal simple Material node since you don't always need all that stuff, and it would make the node huge, but when you do need it, it's nice to have it. == Comp nodes == * Invert node Inverting is something that happens all the time in a node setup, and this makes it easier. It's been possible to invert previously by adding a mix node and subtracting the input from 1.0, but it's not the best way of doing it. This node: - makes it a lot faster to set up, rather than all the clicking required with the mix node - is a lot more usable amidst a complex comp setup, when you're looking at a node tree, it's very helpful to be able to see at a glance what's going on. Using subtract for inverting is easily mixed up with other nodes in which you are actually subtracting, not inverting, and looks very similar to all the other mix nodes that usually litter a comp tree. - has options to invert the RGB channels, the Alpha channel, or both. This saves adding lots of extra nodes (separate RGBA, subtract, set alpha) when you want to do something simple like invert an alpha channel. I'd like to add this option to other nodes too. There's also a shader node version too. * Also a few fixes that I committed ages ago, but seems to have been overwritten in Bob's node refactor: - adding new compbufs to the set alpha and alphaover nodes when you have only one noodle connected to the lower input - making the fac value on RGB curves still work when there's nothing connected to it
2007-05-31 06:55:02 +00:00
CompBuf *cbuf= in[1]->data?in[1]->data:in[2]->data;
CompBuf *stackbuf= alloc_compbuf(cbuf->x, cbuf->y, CB_RGBA, 1); /* allocs */
NodeTwoFloats *ntf= node->storage;
if(ntf->x != 0.0f)
composit3_pixel_processor(node, stackbuf, in[1]->data, in[1]->vec, in[2]->data, in[2]->vec, in[0]->data, in[0]->vec, do_alphaover_mixed, CB_RGBA, CB_RGBA, CB_VAL);
else if(node->custom1)
composit3_pixel_processor(node, stackbuf, in[1]->data, in[1]->vec, in[2]->data, in[2]->vec, in[0]->data, in[0]->vec, do_alphaover_key, CB_RGBA, CB_RGBA, CB_VAL);
else
composit3_pixel_processor(node, stackbuf, in[1]->data, in[1]->vec, in[2]->data, in[2]->vec, in[0]->data, in[0]->vec, do_alphaover_premul, CB_RGBA, CB_RGBA, CB_VAL);
out[0]->data= stackbuf;
}
}
static void node_alphaover_init(bNode* node)
{
node->storage= MEM_callocN(sizeof(NodeTwoFloats), "NodeTwoFloats");
}
bNodeType cmp_node_alphaover= {
/* *next,*prev */ NULL, NULL,
/* type code */ CMP_NODE_ALPHAOVER,
/* name */ "AlphaOver",
/* width+range */ 80, 40, 120,
/* class+opts */ NODE_CLASS_OP_COLOR, NODE_OPTIONS,
/* input sock */ cmp_node_alphaover_in,
/* output sock */ cmp_node_alphaover_out,
/* storage */ "NodeTwoFloats",
/* execfunc */ node_composit_exec_alphaover,
/* butfunc */ NULL,
/* initfunc */ node_alphaover_init,
/* freestoragefunc */ node_free_standard_storage,
/* copystoragefunc */ node_copy_standard_storage,
/* id */ NULL
};