Use a shorter/simpler license convention, stops the header taking so much space. Follow the SPDX license specification: https://spdx.org/licenses - C/C++/objc/objc++ - Python - Shell Scripts - CMake, GNUmakefile While most of the source tree has been included - `./extern/` was left out. - `./intern/cycles` & `./intern/atomic` are also excluded because they use different header conventions. doc/license/SPDX-license-identifiers.txt has been added to list SPDX all used identifiers. See P2788 for the script that automated these edits. Reviewed By: brecht, mont29, sergey Ref D14069
72 lines
2.3 KiB
C++
72 lines
2.3 KiB
C++
/* SPDX-License-Identifier: GPL-2.0-or-later
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* Copyright 2011 Blender Foundation. */
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#include "COM_AlphaOverMixedOperation.h"
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namespace blender::compositor {
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AlphaOverMixedOperation::AlphaOverMixedOperation()
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{
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x_ = 0.0f;
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flags_.can_be_constant = true;
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}
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void AlphaOverMixedOperation::execute_pixel_sampled(float output[4],
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float x,
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float y,
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PixelSampler sampler)
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{
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float input_color1[4];
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float input_over_color[4];
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float value[4];
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input_value_operation_->read_sampled(value, x, y, sampler);
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input_color1_operation_->read_sampled(input_color1, x, y, sampler);
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input_color2_operation_->read_sampled(input_over_color, x, y, sampler);
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if (input_over_color[3] <= 0.0f) {
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copy_v4_v4(output, input_color1);
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}
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else if (value[0] == 1.0f && input_over_color[3] >= 1.0f) {
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copy_v4_v4(output, input_over_color);
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}
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else {
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float addfac = 1.0f - x_ + input_over_color[3] * x_;
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float premul = value[0] * addfac;
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float mul = 1.0f - value[0] * input_over_color[3];
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output[0] = (mul * input_color1[0]) + premul * input_over_color[0];
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output[1] = (mul * input_color1[1]) + premul * input_over_color[1];
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output[2] = (mul * input_color1[2]) + premul * input_over_color[2];
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output[3] = (mul * input_color1[3]) + value[0] * input_over_color[3];
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}
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}
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void AlphaOverMixedOperation::update_memory_buffer_row(PixelCursor &p)
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{
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for (; p.out < p.row_end; p.next()) {
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const float *color1 = p.color1;
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const float *over_color = p.color2;
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const float value = *p.value;
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if (over_color[3] <= 0.0f) {
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copy_v4_v4(p.out, color1);
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}
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else if (value == 1.0f && over_color[3] >= 1.0f) {
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copy_v4_v4(p.out, over_color);
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}
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else {
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const float addfac = 1.0f - x_ + over_color[3] * x_;
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const float premul = value * addfac;
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const float mul = 1.0f - value * over_color[3];
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p.out[0] = (mul * color1[0]) + premul * over_color[0];
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p.out[1] = (mul * color1[1]) + premul * over_color[1];
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p.out[2] = (mul * color1[2]) + premul * over_color[2];
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p.out[3] = (mul * color1[3]) + value * over_color[3];
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}
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}
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}
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} // namespace blender::compositor
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