Use `std::min` and `std::max` instead. Though keep MIN2 and MAX2 just for C code that hasn't been moved to C++ yet. Pull Request: https://projects.blender.org/blender/blender/pulls/117384
82 lines
2.4 KiB
C++
82 lines
2.4 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_GlareThresholdOperation.h"
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#include "IMB_colormanagement.hh"
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namespace blender::compositor {
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GlareThresholdOperation::GlareThresholdOperation()
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{
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this->add_input_socket(DataType::Color, ResizeMode::FitAny);
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this->add_output_socket(DataType::Color);
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input_program_ = nullptr;
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flags_.can_be_constant = true;
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}
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void GlareThresholdOperation::determine_canvas(const rcti &preferred_area, rcti &r_area)
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{
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NodeOperation::determine_canvas(preferred_area, r_area);
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const int width = BLI_rcti_size_x(&r_area) / (1 << settings_->quality);
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const int height = BLI_rcti_size_y(&r_area) / (1 << settings_->quality);
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r_area.xmax = r_area.xmin + width;
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r_area.ymax = r_area.ymin + height;
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}
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void GlareThresholdOperation::init_execution()
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{
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input_program_ = this->get_input_socket_reader(0);
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}
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void GlareThresholdOperation::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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const float threshold = settings_->threshold;
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input_program_->read_sampled(output, x, y, sampler);
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if (IMB_colormanagement_get_luminance(output) >= threshold) {
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output[0] -= threshold;
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output[1] -= threshold;
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output[2] -= threshold;
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output[0] = std::max(output[0], 0.0f);
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output[1] = std::max(output[1], 0.0f);
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output[2] = std::max(output[2], 0.0f);
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}
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else {
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zero_v3(output);
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}
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}
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void GlareThresholdOperation::deinit_execution()
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{
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input_program_ = nullptr;
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}
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void GlareThresholdOperation::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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const float threshold = settings_->threshold;
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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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if (IMB_colormanagement_get_luminance(color) >= threshold) {
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it.out[0] = color[0] - threshold;
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it.out[1] = color[1] - threshold;
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it.out[2] = color[2] - threshold;
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CLAMP3_MIN(it.out, 0.0f);
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}
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else {
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zero_v3(it.out);
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}
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}
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}
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} // namespace blender::compositor
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