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blender-archive/source/blender/compositor/operations/COM_DistanceMatteOperation.cpp

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/*
* Copyright 2011, Blender Foundation.
*
* 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.
*
* Contributor:
* Dalai Felinto
*/
#include "COM_DistanceMatteOperation.h"
#include "BLI_math.h"
DistanceMatteOperation::DistanceMatteOperation(): NodeOperation()
{
addInputSocket(COM_DT_COLOR);
addInputSocket(COM_DT_COLOR);
addOutputSocket(COM_DT_VALUE);
inputImageProgram = NULL;
inputKeyProgram = NULL;
}
void DistanceMatteOperation::initExecution()
{
this->inputImageProgram = this->getInputSocketReader(0);
this->inputKeyProgram = this->getInputSocketReader(1);
}
void DistanceMatteOperation::deinitExecution()
{
this->inputImageProgram = NULL;
this->inputKeyProgram = NULL;
}
void DistanceMatteOperation::executePixel(float *outputValue, float x, float y, PixelSampler sampler, MemoryBuffer *inputBuffers[])
{
float inKey[4];
float inImage[4];
const float tolerence=this->settings->t1;
const float falloff=this->settings->t2;
float distance;
float alpha;
this->inputKeyProgram->read(inKey, x, y, sampler, inputBuffers);
this->inputImageProgram->read(inImage, x, y, sampler, inputBuffers);
distance = sqrt(pow((inKey[0]-inImage[0]),2)+
pow((inKey[1]-inImage[1]),2)+
pow((inKey[2]-inImage[2]),2));
/* store matte(alpha) value in [0] to go with
* COM_SetAlphaOperation and the Value output
*/
/*make 100% transparent */
if (distance < tolerence) {
outputValue[0]=0.f;
}
/*in the falloff region, make partially transparent */
else if (distance < falloff+tolerence) {
distance=distance-tolerence;
alpha=distance/falloff;
/*only change if more transparent than before */
if (alpha < inImage[3]) {
outputValue[0]=alpha;
}
else { /* leave as before */
outputValue[0]=inImage[3];
}
}
else {
/* leave as before */
outputValue[0]=inImage[3];
}
}