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

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

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/* SPDX-License-Identifier: GPL-2.0-or-later
* Copyright 2011 Blender Foundation. */
#include "COM_LuminanceMatteOperation.h"
#include "IMB_colormanagement.h"
namespace blender::compositor {
LuminanceMatteOperation::LuminanceMatteOperation()
{
add_input_socket(DataType::Color);
add_output_socket(DataType::Value);
input_image_program_ = nullptr;
flags_.can_be_constant = true;
}
void LuminanceMatteOperation::init_execution()
{
input_image_program_ = this->get_input_socket_reader(0);
}
void LuminanceMatteOperation::deinit_execution()
{
input_image_program_ = nullptr;
}
void LuminanceMatteOperation::execute_pixel_sampled(float output[4],
float x,
float y,
PixelSampler sampler)
{
float in_color[4];
input_image_program_->read_sampled(in_color, x, y, sampler);
const float high = settings_->t1;
const float low = settings_->t2;
const float luminance = IMB_colormanagement_get_luminance(in_color);
float alpha;
/* one line thread-friend algorithm:
* output[0] = MIN2(input_value[3], MIN2(1.0f, MAX2(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_SetAlphaMultiplyOperation and the Value output.
*/
/* don't make something that was more transparent less transparent */
output[0] = min_ff(alpha, in_color[3]);
}
void LuminanceMatteOperation::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 *color = it.in(0);
const float luminance = IMB_colormanagement_get_luminance(color);
/* One line thread-friend algorithm:
* `it.out[0] = MIN2(color[3], MIN2(1.0f, MAX2(0.0f, ((luminance - low) / (high - low))));`
*/
/* Test range. */
const float high = settings_->t1;
const float low = settings_->t2;
float alpha;
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_SetAlphaMultiplyOperation and the Value output.
*/
/* Don't make something that was more transparent less transparent. */
it.out[0] = MIN2(alpha, color[3]);
}
}
} // namespace blender::compositor