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/*
* 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.
* The Original Code is Copyright (C) 2020 Blender Foundation.
* All rights reserved.
*/
/** \file
* \ingroup bke
#pragma once
#include "BLI_sys_types.h"
#include "DNA_layer_types.h"
#ifdef __cplusplus
extern "C" {
#endif
struct CryptomatteSession;
struct Material;
struct ID;
struct Main;
struct Object;
struct RenderResult;
struct CryptomatteSession *BKE_cryptomatte_init(void);
void BKE_cryptomatte_finish(struct CryptomatteSession *session);
void BKE_cryptomatte_free(struct CryptomatteSession *session);
uint32_t BKE_cryptomatte_hash(const char *name, int name_len);
uint32_t BKE_cryptomatte_object_hash(struct CryptomatteSession *session,
const struct Object *object);
uint32_t BKE_cryptomatte_material_hash(struct CryptomatteSession *session,
const struct Material *material);
uint32_t BKE_cryptomatte_asset_hash(struct CryptomatteSession *session,
float BKE_cryptomatte_hash_to_float(uint32_t cryptomatte_hash);
char *BKE_cryptomatte_entries_to_matte_id(struct NodeCryptomatte *node_storage);
void BKE_cryptomatte_matte_id_to_entries(const struct Main *bmain,
struct NodeCryptomatte *node_storage,
const char *matte_id);
void BKE_cryptomatte_store_metadata(struct CryptomatteSession *session,
struct RenderResult *render_result,
const ViewLayer *view_layer,
eViewLayerCryptomatteFlags cryptomatte_layer,
const char *cryptomatte_layer_name);
}