Beispiel #1
0
void IMB_buffer_float_premultiply(float *buf, int width, int height)
{
  size_t total = ((size_t)width) * height;
  float *fp = buf;
  while (total--) {
    straight_to_premul_v4(fp);
    fp += 4;
  }
}
void BrightnessOperation::executePixelSampled(float output[4], float x, float y, PixelSampler sampler)
{
	float inputValue[4];
	float a, b;
	float inputBrightness[4];
	float inputContrast[4];
	this->m_inputProgram->readSampled(inputValue, x, y, sampler);
	this->m_inputBrightnessProgram->readSampled(inputBrightness, x, y, sampler);
	this->m_inputContrastProgram->readSampled(inputContrast, x, y, sampler);
	float brightness = inputBrightness[0];
	float contrast = inputContrast[0];
	brightness /= 100.0f;
	float delta = contrast / 200.0f;
	a = 1.0f - delta * 2.0f;
	/*
	 * The algorithm is by Werner D. Streidt
	 * (http://visca.com/ffactory/archives/5-99/msg00021.html)
	 * Extracted of OpenCV demhist.c
	 */
	if (contrast > 0) {
		a = 1.0f / a;
		b = a * (brightness - delta);
	}
	else {
		delta *= -1;
		b = a * (brightness + delta);
	}
	if (this->m_use_premultiply) {
		premul_to_straight_v4(inputValue);
	}
	output[0] = a * inputValue[0] + b;
	output[1] = a * inputValue[1] + b;
	output[2] = a * inputValue[2] + b;
	output[3] = inputValue[3];
	if (this->m_use_premultiply) {
		straight_to_premul_v4(output);
	}
}
Beispiel #3
0
/* used for both 3d view and image window */
void paint_sample_color(bContext *C, ARegion *ar, int x, int y, bool texpaint_proj, bool use_palette)
{
	Scene *scene = CTX_data_scene(C);
	Paint *paint = BKE_paint_get_active_from_context(C);
	Palette *palette = BKE_paint_palette(paint);
	PaletteColor *color;
	Brush *br = BKE_paint_brush(BKE_paint_get_active_from_context(C));
	unsigned int col;
	const unsigned char *cp;

	CLAMP(x, 0, ar->winx);
	CLAMP(y, 0, ar->winy);
	
	if (use_palette) {
		if (!palette) {
			palette = BKE_palette_add(CTX_data_main(C), "Palette");
			BKE_paint_palette_set(paint, palette);
		}

		color = BKE_palette_color_add(palette);
	}


	if (CTX_wm_view3d(C) && texpaint_proj) {
		/* first try getting a colour directly from the mesh faces if possible */
		Object *ob = OBACT;
		bool sample_success = false;

		if (ob) {
			DerivedMesh *dm = mesh_get_derived_final(scene, ob, CD_MASK_BAREMESH);

			ViewContext vc;
			const int mval[2] = {x, y};
			unsigned int faceindex;
			unsigned int totface = dm->getNumTessFaces(dm);
			MTFace *dm_mtface = dm->getTessFaceDataArray(dm, CD_MTFACE);

			DM_update_materials(dm, ob);

			if (dm_mtface) {
				view3d_set_viewcontext(C, &vc);

				view3d_operator_needs_opengl(C);

				if (imapaint_pick_face(&vc, mval, &faceindex, totface)) {
					Image *image = imapaint_face_image(dm, faceindex);

					ImBuf *ibuf = BKE_image_acquire_ibuf(image, NULL, NULL);
					if (ibuf && ibuf->rect) {
						float uv[2];
						float u, v;
						imapaint_pick_uv(scene, ob, faceindex, mval, uv);
						sample_success = true;

						u = fmodf(uv[0], 1.0f);
						v = fmodf(uv[1], 1.0f);

						if (u < 0.0f) u += 1.0f;
						if (v < 0.0f) v += 1.0f;

						u = u * ibuf->x - 0.5f;
						v = v * ibuf->y - 0.5f;

						if (ibuf->rect_float) {
							float rgba_f[4];
							bilinear_interpolation_color_wrap(ibuf, NULL, rgba_f, u, v);
							straight_to_premul_v4(rgba_f);
							if (use_palette) {
								linearrgb_to_srgb_v3_v3(color->rgb, rgba_f);
							}
							else {
								linearrgb_to_srgb_v3_v3(rgba_f, rgba_f);
								BKE_brush_color_set(scene, br, rgba_f);
							}
						}
						else {
							unsigned char rgba[4];
							bilinear_interpolation_color_wrap(ibuf, rgba, NULL, u, v);
							if (use_palette) {
								rgb_uchar_to_float(color->rgb, rgba);
							}
							else {
								float rgba_f[3];
								rgb_uchar_to_float(rgba_f, rgba);
								BKE_brush_color_set(scene, br, rgba_f);
							}
						}
					}

					BKE_image_release_ibuf(image, ibuf, NULL);
				}
			}
			dm->release(dm);
		}

		if (!sample_success) {
			glReadBuffer(GL_FRONT);
			glReadPixels(x + ar->winrct.xmin, y + ar->winrct.ymin, 1, 1, GL_RGBA, GL_UNSIGNED_BYTE, &col);
			glReadBuffer(GL_BACK);
		}
		else
			return;
	}
	else {
		glReadBuffer(GL_FRONT);
		glReadPixels(x + ar->winrct.xmin, y + ar->winrct.ymin, 1, 1, GL_RGBA, GL_UNSIGNED_BYTE, &col);
		glReadBuffer(GL_BACK);
	}
	cp = (unsigned char *)&col;
	
	if (use_palette) {
		rgb_uchar_to_float(color->rgb, cp);
	}
	else {
		float rgba_f[3];
		rgb_uchar_to_float(rgba_f, cp);
		BKE_brush_color_set(scene, br, rgba_f);
	}
}