Distinguish the 3 different methods for acquiring pixel color values (executePixel, executePixelSampled, executePixelFiltered). This makes it easier to keep track of the different sampling methods (and works nicer with IDEs that do code parsing). Differential Revision: http://developer.blender.org/D7
89 lines
2.5 KiB
C++
89 lines
2.5 KiB
C++
/*
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* Copyright 2011, Blender Foundation.
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*
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* This program is free software; you can redistribute it and/or
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* modify it under the terms of the GNU General Public License
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* as published by the Free Software Foundation; either version 2
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* of the License, or (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, write to the Free Software Foundation,
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* Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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*
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* Contributor:
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* Jeroen Bakker
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* Monique Dewanchand
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*/
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#include "COM_DifferenceMatteOperation.h"
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#include "BLI_math.h"
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DifferenceMatteOperation::DifferenceMatteOperation() : NodeOperation()
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{
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addInputSocket(COM_DT_COLOR);
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addInputSocket(COM_DT_COLOR);
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addOutputSocket(COM_DT_VALUE);
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this->m_inputImage1Program = NULL;
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this->m_inputImage2Program = NULL;
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}
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void DifferenceMatteOperation::initExecution()
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{
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this->m_inputImage1Program = this->getInputSocketReader(0);
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this->m_inputImage2Program = this->getInputSocketReader(1);
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}
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void DifferenceMatteOperation::deinitExecution()
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{
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this->m_inputImage1Program = NULL;
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this->m_inputImage2Program = NULL;
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}
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void DifferenceMatteOperation::executePixelSampled(float output[4], float x, float y, PixelSampler sampler)
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{
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float inColor1[4];
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float inColor2[4];
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const float tolerance = this->m_settings->t1;
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const float falloff = this->m_settings->t2;
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float difference;
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float alpha;
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this->m_inputImage1Program->readSampled(inColor1, x, y, sampler);
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this->m_inputImage2Program->readSampled(inColor2, x, y, sampler);
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difference = (fabsf(inColor2[0] - inColor1[0]) +
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fabsf(inColor2[1] - inColor1[1]) +
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fabsf(inColor2[2] - inColor1[2]));
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/* average together the distances */
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difference = difference / 3.0f;
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/* make 100% transparent */
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if (difference < tolerance) {
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output[0] = 0.0f;
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}
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/*in the falloff region, make partially transparent */
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else if (difference < falloff + tolerance) {
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difference = difference - tolerance;
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alpha = difference / falloff;
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/*only change if more transparent than before */
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if (alpha < inColor1[3]) {
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output[0] = alpha;
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}
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else { /* leave as before */
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output[0] = inColor1[3];
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}
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}
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else {
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/* foreground object */
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output[0] = inColor1[3];
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}
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}
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