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blender-archive/source/blender/compositor/operations/COM_CryptomatteOperation.cc

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C++

/* SPDX-License-Identifier: GPL-2.0-or-later
* Copyright 2018 Blender Foundation. */
#include "COM_CryptomatteOperation.h"
namespace blender::compositor {
CryptomatteOperation::CryptomatteOperation(size_t num_inputs)
{
inputs.resize(num_inputs);
for (size_t i = 0; i < num_inputs; i++) {
this->add_input_socket(DataType::Color);
}
this->add_output_socket(DataType::Color);
flags_.complex = true;
}
void CryptomatteOperation::init_execution()
{
for (size_t i = 0; i < inputs.size(); i++) {
inputs[i] = this->get_input_socket_reader(i);
}
}
void CryptomatteOperation::add_object_index(float object_index)
{
if (object_index != 0.0f) {
object_index_.append(object_index);
}
}
void CryptomatteOperation::execute_pixel(float output[4], int x, int y, void *data)
{
float input[4];
output[0] = output[1] = output[2] = output[3] = 0.0f;
for (size_t i = 0; i < inputs.size(); i++) {
inputs[i]->read(input, x, y, data);
if (i == 0) {
/* Write the front-most object as false color for picking. */
output[0] = input[0];
uint32_t m3hash;
::memcpy(&m3hash, &input[0], sizeof(uint32_t));
/* Since the red channel is likely to be out of display range,
* setting green and blue gives more meaningful images. */
output[1] = (float(m3hash << 8) / float(UINT32_MAX));
output[2] = (float(m3hash << 16) / float(UINT32_MAX));
}
for (float hash : object_index_) {
if (input[0] == hash) {
output[3] += input[1];
}
if (input[2] == hash) {
output[3] += input[3];
}
}
}
}
void CryptomatteOperation::update_memory_buffer_partial(MemoryBuffer *output,
const rcti &area,
Span<MemoryBuffer *> inputs)
{
for (BuffersIterator<float> it = output->iterate_with(inputs, area); !it.is_end(); ++it) {
zero_v4(it.out);
for (int i = 0; i < it.get_num_inputs(); i++) {
const float *input = it.in(i);
if (i == 0) {
/* Write the front-most object as false color for picking. */
it.out[0] = input[0];
uint32_t m3hash;
::memcpy(&m3hash, &input[0], sizeof(uint32_t));
/* Since the red channel is likely to be out of display range,
* setting green and blue gives more meaningful images. */
it.out[1] = (float(m3hash << 8) / float(UINT32_MAX));
it.out[2] = (float(m3hash << 16) / float(UINT32_MAX));
}
for (const float hash : object_index_) {
if (input[0] == hash) {
it.out[3] += input[1];
}
if (input[2] == hash) {
it.out[3] += input[3];
}
}
}
}
}
} // namespace blender::compositor