/*
 * Copyright 2011, Blender Foundation.
 *
 * This program is free software; you can redistribute it and/or
 * modify it under the terms of the GNU General Public License
 * as published by the Free Software Foundation; either version 2
 * of the License, or (at your option) any later version.
 *
 * This program is distributed in the hope that it will be useful,
 * but WITHOUT ANY WARRANTY; without even the implied warranty of
 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
 * GNU General Public License for more details.
 *
 * You should have received a copy of the GNU General Public License
 * along with this program; if not, write to the Free Software Foundation,
 * Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
 *
 * Contributor:
 *		Dalai Felinto
 */

#include "COM_DistanceRGBMatteOperation.h"
#include "BLI_math.h"

DistanceRGBMatteOperation::DistanceRGBMatteOperation() : NodeOperation()
{
	this->addInputSocket(COM_DT_COLOR);
	this->addInputSocket(COM_DT_COLOR);
	this->addOutputSocket(COM_DT_VALUE);

	this->m_inputImageProgram = NULL;
	this->m_inputKeyProgram = NULL;
}

void DistanceRGBMatteOperation::initExecution()
{
	this->m_inputImageProgram = this->getInputSocketReader(0);
	this->m_inputKeyProgram = this->getInputSocketReader(1);
}

void DistanceRGBMatteOperation::deinitExecution()
{
	this->m_inputImageProgram = NULL;
	this->m_inputKeyProgram = NULL;
}

float DistanceRGBMatteOperation::calculateDistance(float key[4], float image[4])
{
	return len_v3v3(key, image);
}

void DistanceRGBMatteOperation::executePixel(float output[4], float x, float y, PixelSampler sampler)
{
	float inKey[4];
	float inImage[4];

	const float tolerance = this->m_settings->t1;
	const float falloff = this->m_settings->t2;

	float distance;
	float alpha;

	this->m_inputKeyProgram->read(inKey, x, y, sampler);
	this->m_inputImageProgram->read(inImage, x, y, sampler);
	
	distance = this->calculateDistance(inKey, inImage);

	/* store matte(alpha) value in [0] to go with
	 * COM_SetAlphaOperation and the Value output
	 */
 
	/*make 100% transparent */
	if (distance < tolerance) {
		output[0] = 0.f;
	}
	/*in the falloff region, make partially transparent */
	else if (distance < falloff + tolerance) {
		distance = distance - tolerance;
		alpha = distance / falloff;
		/*only change if more transparent than before */
		if (alpha < inImage[3]) {
			output[0] = alpha;
		}
		else { /* leave as before */
			output[0] = inImage[3];
		}
	}
	else {
		/* leave as before */
		output[0] = inImage[3];
	}
}
