123 lines
2.9 KiB
C++
123 lines
2.9 KiB
C++
/*
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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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* Copyright 2012, Blender Foundation.
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*/
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#include "COM_ChannelMatteOperation.h"
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#include "BLI_math.h"
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ChannelMatteOperation::ChannelMatteOperation() : NodeOperation()
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{
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addInputSocket(COM_DT_COLOR);
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addOutputSocket(COM_DT_VALUE);
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this->m_inputImageProgram = NULL;
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}
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void ChannelMatteOperation::initExecution()
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{
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this->m_inputImageProgram = this->getInputSocketReader(0);
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this->m_limit_range = this->m_limit_max - this->m_limit_min;
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switch (this->m_limit_method) {
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/* SINGLE */
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case 0:
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{
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/* 123 / RGB / HSV / YUV / YCC */
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const int matte_channel = this->m_matte_channel - 1;
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const int limit_channel = this->m_limit_channel - 1;
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this->m_ids[0] = matte_channel;
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this->m_ids[1] = limit_channel;
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this->m_ids[2] = limit_channel;
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break;
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}
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/* MAX */
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case 1:
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{
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switch (this->m_matte_channel) {
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case 1:
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{
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this->m_ids[0] = 0;
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this->m_ids[1] = 1;
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this->m_ids[2] = 2;
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break;
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}
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case 2:
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{
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this->m_ids[0] = 1;
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this->m_ids[1] = 0;
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this->m_ids[2] = 2;
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break;
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}
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case 3:
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{
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this->m_ids[0] = 2;
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this->m_ids[1] = 0;
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this->m_ids[2] = 1;
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break;
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}
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default:
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break;
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}
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break;
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}
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default:
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break;
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}
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}
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void ChannelMatteOperation::deinitExecution()
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{
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this->m_inputImageProgram = NULL;
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}
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void ChannelMatteOperation::executePixelSampled(float output[4], float x, float y, PixelSampler sampler)
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{
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float inColor[4];
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float alpha;
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const float limit_max = this->m_limit_max;
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const float limit_min = this->m_limit_min;
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const float limit_range = this->m_limit_range;
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this->m_inputImageProgram->readSampled(inColor, x, y, sampler);
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/* matte operation */
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alpha = inColor[this->m_ids[0]] - max(inColor[this->m_ids[1]], inColor[this->m_ids[2]]);
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/* flip because 0.0 is transparent, not 1.0 */
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alpha = 1.0f - alpha;
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/* test range */
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if (alpha > limit_max) {
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alpha = inColor[3]; /*whatever it was prior */
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}
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else if (alpha < limit_min) {
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alpha = 0.0f;
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}
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else { /*blend */
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alpha = (alpha - limit_min) / limit_range;
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}
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/* store matte(alpha) value in [0] to go with
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* COM_SetAlphaOperation and the Value output
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*/
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/* don't make something that was more transparent less transparent */
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output[0] = min(alpha, inColor[3]);
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}
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