Listing the "Blender Foundation" as copyright holder implied the Blender Foundation holds copyright to files which may include work from many developers. While keeping copyright on headers makes sense for isolated libraries, Blender's own code may be refactored or moved between files in a way that makes the per file copyright holders less meaningful. Copyright references to the "Blender Foundation" have been replaced with "Blender Authors", with the exception of `./extern/` since these this contains libraries which are more isolated, any changed to license headers there can be handled on a case-by-case basis. Some directories in `./intern/` have also been excluded: - `./intern/cycles/` it's own `AUTHORS` file is planned. - `./intern/opensubdiv/`. An "AUTHORS" file has been added, using the chromium projects authors file as a template. Design task: #110784 Ref !110783.
103 lines
2.8 KiB
C++
103 lines
2.8 KiB
C++
/* SPDX-FileCopyrightText: 2011 Blender Authors
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*
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* SPDX-License-Identifier: GPL-2.0-or-later */
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#include "COM_LuminanceMatteOperation.h"
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#include "IMB_colormanagement.h"
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namespace blender::compositor {
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LuminanceMatteOperation::LuminanceMatteOperation()
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{
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add_input_socket(DataType::Color);
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add_output_socket(DataType::Value);
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input_image_program_ = nullptr;
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flags_.can_be_constant = true;
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}
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void LuminanceMatteOperation::init_execution()
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{
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input_image_program_ = this->get_input_socket_reader(0);
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}
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void LuminanceMatteOperation::deinit_execution()
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{
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input_image_program_ = nullptr;
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}
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void LuminanceMatteOperation::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 in_color[4];
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input_image_program_->read_sampled(in_color, x, y, sampler);
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const float high = settings_->t1;
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const float low = settings_->t2;
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const float luminance = IMB_colormanagement_get_luminance(in_color);
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float alpha;
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/* one line thread-friend algorithm:
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* output[0] = MIN2(input_value[3], MIN2(1.0f, MAX2(0.0f, ((luminance - low) / (high - low))));
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*/
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/* test range */
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if (luminance > high) {
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alpha = 1.0f;
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}
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else if (luminance < low) {
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alpha = 0.0f;
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}
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else { /* Blend. */
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alpha = (luminance - low) / (high - low);
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}
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/* Store matte(alpha) value in [0] to go with
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* COM_SetAlphaMultiplyOperation and the Value output.
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*/
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/* don't make something that was more transparent less transparent */
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output[0] = min_ff(alpha, in_color[3]);
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}
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void LuminanceMatteOperation::update_memory_buffer_partial(MemoryBuffer *output,
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const rcti &area,
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Span<MemoryBuffer *> inputs)
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{
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for (BuffersIterator<float> it = output->iterate_with(inputs, area); !it.is_end(); ++it) {
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const float *color = it.in(0);
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const float luminance = IMB_colormanagement_get_luminance(color);
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/* One line thread-friend algorithm:
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* `it.out[0] = MIN2(color[3], MIN2(1.0f, MAX2(0.0f, ((luminance - low) / (high - low))));`
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*/
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/* Test range. */
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const float high = settings_->t1;
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const float low = settings_->t2;
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float alpha;
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if (luminance > high) {
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alpha = 1.0f;
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}
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else if (luminance < low) {
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alpha = 0.0f;
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}
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else { /* Blend. */
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alpha = (luminance - low) / (high - low);
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}
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/* Store matte(alpha) value in [0] to go with
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* COM_SetAlphaMultiplyOperation and the Value output.
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*/
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/* Don't make something that was more transparent less transparent. */
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it.out[0] = MIN2(alpha, color[3]);
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}
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}
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} // namespace blender::compositor
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