* break out with glare node * Added OpenCL kernels compatible with AMD still need some testing.
98 lines
2.6 KiB
C++
98 lines
2.6 KiB
C++
/*
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* Copyright 2011, Blender Foundation.
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*
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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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* Contributor:
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* Jeroen Bakker
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* Monique Dewanchand
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*/
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#include "COM_CalculateStandardDeviationOperation.h"
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#include "BLI_math.h"
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#include "BLI_utildefines.h"
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CalculateStandardDeviationOperation::CalculateStandardDeviationOperation(): CalculateMeanOperation()
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{
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}
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void CalculateStandardDeviationOperation::executePixel(float *color, int x, int y, MemoryBuffer *inputBuffers[], void * data)
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{
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color[0] = this->standardDeviation;
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}
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void *CalculateStandardDeviationOperation::initializeTileData(rcti *rect, MemoryBuffer **memoryBuffers)
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{
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lockMutex();
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if (!this->iscalculated) {
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MemoryBuffer *tile = (MemoryBuffer*)imageReader->initializeTileData(rect, memoryBuffers);
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CalculateMeanOperation::calculateMean(tile);
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this->standardDeviation = 0.0f;
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float *buffer = tile->getBuffer();
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int size = tile->getWidth()*tile->getHeight();
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int pixels = 0;
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float sum;
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float mean = this->result;
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for (int i = 0, offset = 0 ; i < size ; i ++, offset +=4) {
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if (buffer[offset+3] > 0) {
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pixels ++;
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switch (this->setting)
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{
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case 1:
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{
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float value = buffer[offset]*0.35f + buffer[offset+1]*0.45f + buffer[offset+2]*0.2f;
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sum+=(value-mean)*(value-mean);
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break;
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}
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case 2:
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{
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float value = buffer[offset];
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sum+=value;
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sum+=(value-mean)*(value-mean);
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break;
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}
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case 3:
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{
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float value = buffer[offset+1];
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sum+=value;
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sum+=(value-mean)*(value-mean);
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break;
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}
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case 4:
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{
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float value = buffer[offset+2];
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sum+=value;
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sum+=(value-mean)*(value-mean);
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}
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case 5:
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{
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float yuv[3];
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rgb_to_yuv(buffer[offset], buffer[offset+1], buffer[offset+2], &yuv[0], &yuv[1], &yuv[2]);
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sum+=(yuv[0]-mean)*(yuv[0]-mean);
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break;
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}
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}
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}
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}
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this->standardDeviation = sqrt(sum / (float)(pixels-1));
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this->iscalculated = true;
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}
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unlockMutex();
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return NULL;
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}
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