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blender-archive/source/blender/compositor/operations/COM_LuminanceMatteOperation.cpp
Campbell Barton 3316853323 Cleanup: conform headers to have license first
Also remove doxy comments for licenses and add missing GPL header.
2019-02-18 08:22:11 +11:00

77 lines
2.1 KiB
C++

/*
* 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 "BLI_math.h"
extern "C" {
#include "IMB_colormanagement.h"
}
LuminanceMatteOperation::LuminanceMatteOperation() : NodeOperation()
{
addInputSocket(COM_DT_COLOR);
addOutputSocket(COM_DT_VALUE);
this->m_inputImageProgram = NULL;
}
void LuminanceMatteOperation::initExecution()
{
this->m_inputImageProgram = this->getInputSocketReader(0);
}
void LuminanceMatteOperation::deinitExecution()
{
this->m_inputImageProgram = NULL;
}
void LuminanceMatteOperation::executePixelSampled(float output[4], float x, float y, PixelSampler sampler)
{
float inColor[4];
this->m_inputImageProgram->readSampled(inColor, x, y, sampler);
const float high = this->m_settings->t1;
const float low = this->m_settings->t2;
const float luminance = IMB_colormanagement_get_luminance(inColor);
float alpha;
/* one line thread-friend algorithm:
* output[0] = min(inputValue[3], min(1.0f, max(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_SetAlphaOperation and the Value output
*/
/* don't make something that was more transparent less transparent */
output[0] = min_ff(alpha, inColor[3]);
}