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blender-archive/source/blender/compositor/operations/COM_DifferenceMatteOperation.cc
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Reviewed By: brecht, mont29, sergey

Ref D14069
2022-02-11 09:14:36 +11:00

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C++

/* SPDX-License-Identifier: GPL-2.0-or-later
* Copyright 2011 Blender Foundation. */
#include "COM_DifferenceMatteOperation.h"
namespace blender::compositor {
DifferenceMatteOperation::DifferenceMatteOperation()
{
add_input_socket(DataType::Color);
add_input_socket(DataType::Color);
add_output_socket(DataType::Value);
input_image1_program_ = nullptr;
input_image2_program_ = nullptr;
flags_.can_be_constant = true;
}
void DifferenceMatteOperation::init_execution()
{
input_image1_program_ = this->get_input_socket_reader(0);
input_image2_program_ = this->get_input_socket_reader(1);
}
void DifferenceMatteOperation::deinit_execution()
{
input_image1_program_ = nullptr;
input_image2_program_ = nullptr;
}
void DifferenceMatteOperation::execute_pixel_sampled(float output[4],
float x,
float y,
PixelSampler sampler)
{
float in_color1[4];
float in_color2[4];
const float tolerance = settings_->t1;
const float falloff = settings_->t2;
float difference;
float alpha;
input_image1_program_->read_sampled(in_color1, x, y, sampler);
input_image2_program_->read_sampled(in_color2, x, y, sampler);
difference = (fabsf(in_color2[0] - in_color1[0]) + fabsf(in_color2[1] - in_color1[1]) +
fabsf(in_color2[2] - in_color1[2]));
/* average together the distances */
difference = difference / 3.0f;
/* make 100% transparent */
if (difference <= tolerance) {
output[0] = 0.0f;
}
/* In the falloff region, make partially transparent. */
else if (difference <= falloff + tolerance) {
difference = difference - tolerance;
alpha = difference / falloff;
/* Only change if more transparent than before. */
if (alpha < in_color1[3]) {
output[0] = alpha;
}
else { /* leave as before */
output[0] = in_color1[3];
}
}
else {
/* foreground object */
output[0] = in_color1[3];
}
}
void DifferenceMatteOperation::update_memory_buffer_partial(MemoryBuffer *output,
const rcti &area,
Span<MemoryBuffer *> inputs)
{
for (BuffersIterator<float> it = output->iterate_with(inputs, area); !it.is_end(); ++it) {
const float *color1 = it.in(0);
const float *color2 = it.in(1);
float difference = (fabsf(color2[0] - color1[0]) + fabsf(color2[1] - color1[1]) +
fabsf(color2[2] - color1[2]));
/* Average together the distances. */
difference = difference / 3.0f;
const float tolerance = settings_->t1;
const float falloff = settings_->t2;
/* Make 100% transparent. */
if (difference <= tolerance) {
it.out[0] = 0.0f;
}
/* In the falloff region, make partially transparent. */
else if (difference <= falloff + tolerance) {
difference = difference - tolerance;
const float alpha = difference / falloff;
/* Only change if more transparent than before. */
if (alpha < color1[3]) {
it.out[0] = alpha;
}
else { /* Leave as before. */
it.out[0] = color1[3];
}
}
else {
/* Foreground object. */
it.out[0] = color1[3];
}
}
}
} // namespace blender::compositor