/* SPDX-FileCopyrightText: 2011 Blender Authors * * SPDX-License-Identifier: GPL-2.0-or-later */ #include "COM_DifferenceMatteOperation.h" namespace blender::compositor { DifferenceMatteOperation::DifferenceMatteOperation() { add_input_socket(DataType::Color); add_input_socket(DataType::Color); add_output_socket(DataType::Value); flags_.can_be_constant = true; } void DifferenceMatteOperation::update_memory_buffer_partial(MemoryBuffer *output, const rcti &area, Span inputs) { for (BuffersIterator 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