/*
 * 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.
 *
 * Copyright 2011, Blender Foundation.
 */

#include "COM_DifferenceMatteOperation.h"
#include "BLI_math.h"

DifferenceMatteOperation::DifferenceMatteOperation() : NodeOperation()
{
  addInputSocket(COM_DT_COLOR);
  addInputSocket(COM_DT_COLOR);
  addOutputSocket(COM_DT_VALUE);

  this->m_inputImage1Program = NULL;
  this->m_inputImage2Program = NULL;
}

void DifferenceMatteOperation::initExecution()
{
  this->m_inputImage1Program = this->getInputSocketReader(0);
  this->m_inputImage2Program = this->getInputSocketReader(1);
}
void DifferenceMatteOperation::deinitExecution()
{
  this->m_inputImage1Program = NULL;
  this->m_inputImage2Program = NULL;
}

void DifferenceMatteOperation::executePixelSampled(float output[4],
                                                   float x,
                                                   float y,
                                                   PixelSampler sampler)
{
  float inColor1[4];
  float inColor2[4];

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

  this->m_inputImage1Program->readSampled(inColor1, x, y, sampler);
  this->m_inputImage2Program->readSampled(inColor2, x, y, sampler);

  difference = (fabsf(inColor2[0] - inColor1[0]) + fabsf(inColor2[1] - inColor1[1]) +
                fabsf(inColor2[2] - inColor1[2]));

  /* average together the distances */
  difference = difference / 3.0f;

  /* make 100% transparent */
  if (difference <= tolerance) {
    output[0] = 0.0f;
  }
  /*in the falloff region, make partially transparent */
  else if (difference <= falloff + tolerance) {
    difference = difference - tolerance;
    alpha = difference / falloff;
    /*only change if more transparent than before */
    if (alpha < inColor1[3]) {
      output[0] = alpha;
    }
    else { /* leave as before */
      output[0] = inColor1[3];
    }
  }
  else {
    /* foreground object */
    output[0] = inColor1[3];
  }
}
