/* SPDX-FileCopyrightText: 2011 Blender Authors * * SPDX-License-Identifier: GPL-2.0-or-later */ #include "COM_DistanceRGBMatteOperation.h" namespace blender::compositor { DistanceRGBMatteOperation::DistanceRGBMatteOperation() { this->add_input_socket(DataType::Color); this->add_input_socket(DataType::Color); this->add_output_socket(DataType::Value); flags_.can_be_constant = true; } float DistanceRGBMatteOperation::calculate_distance(const float key[4], const float image[4]) { return len_v3v3(key, image); } void DistanceRGBMatteOperation::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 *in_image = it.in(0); const float *in_key = it.in(1); float distance = this->calculate_distance(in_key, in_image); const float tolerance = settings_->t1; const float falloff = settings_->t2; /* Store matte(alpha) value in [0] to go with * COM_SetAlphaMultiplyOperation and the Value output. */ /* Make 100% transparent. */ if (distance < tolerance) { it.out[0] = 0.0f; } /* In the falloff region, make partially transparent. */ else if (distance < falloff + tolerance) { distance = distance - tolerance; const float alpha = distance / falloff; /* Only change if more transparent than before. */ if (alpha < in_image[3]) { it.out[0] = alpha; } else { /* Leave as before. */ it.out[0] = in_image[3]; } } else { /* Leave as before. */ it.out[0] = in_image[3]; } } } } // namespace blender::compositor