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blender-archive/source/blender/compositor/nodes/COM_CryptomatteNode.cpp
Jeroen Bakker f4df036bc4 Cryptomatte: Data structure in compositor node
This changes the way how the mattes are stored in the compositor node. This used to
be a single string what was decoded/encoded when needed. The new data structure
stores all entries in `CryptomatteEntry` and is converted to the old `matte_id`
property on the fly.

This is done for some future changes in the workflow where a more structured
approach leads to less confusing and easier to read code.
2020-12-14 16:14:38 +01:00

81 lines
3.1 KiB
C++

/*
* 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 2018, Blender Foundation.
*/
#include "COM_CryptomatteNode.h"
#include "COM_ConvertOperation.h"
#include "COM_CryptomatteOperation.h"
#include "COM_SetAlphaOperation.h"
#include "BLI_assert.h"
#include "BLI_hash_mm3.h"
#include "BLI_listbase.h"
#include "BLI_string.h"
#include <iterator>
CryptomatteNode::CryptomatteNode(bNode *editorNode) : Node(editorNode)
{
/* pass */
}
void CryptomatteNode::convertToOperations(NodeConverter &converter,
const CompositorContext & /*context*/) const
{
NodeInput *inputSocketImage = this->getInputSocket(0);
NodeOutput *outputSocketImage = this->getOutputSocket(0);
NodeOutput *outputSocketMatte = this->getOutputSocket(1);
NodeOutput *outputSocketPick = this->getOutputSocket(2);
bNode *node = this->getbNode();
NodeCryptomatte *cryptoMatteSettings = (NodeCryptomatte *)node->storage;
CryptomatteOperation *operation = new CryptomatteOperation(getNumberOfInputSockets() - 1);
if (cryptoMatteSettings) {
LISTBASE_FOREACH (CryptomatteEntry *, cryptomatte_entry, &cryptoMatteSettings->entries) {
operation->addObjectIndex(cryptomatte_entry->encoded_hash);
}
}
converter.addOperation(operation);
for (int i = 0; i < getNumberOfInputSockets() - 1; i++) {
converter.mapInputSocket(this->getInputSocket(i + 1), operation->getInputSocket(i));
}
SeparateChannelOperation *separateOperation = new SeparateChannelOperation;
separateOperation->setChannel(3);
converter.addOperation(separateOperation);
SetAlphaOperation *operationAlpha = new SetAlphaOperation();
converter.addOperation(operationAlpha);
converter.addLink(operation->getOutputSocket(0), separateOperation->getInputSocket(0));
converter.addLink(separateOperation->getOutputSocket(0), operationAlpha->getInputSocket(1));
SetAlphaOperation *clearAlphaOperation = new SetAlphaOperation();
converter.addOperation(clearAlphaOperation);
converter.addInputValue(clearAlphaOperation->getInputSocket(1), 1.0f);
converter.addLink(operation->getOutputSocket(0), clearAlphaOperation->getInputSocket(0));
converter.mapInputSocket(inputSocketImage, operationAlpha->getInputSocket(0));
converter.mapOutputSocket(outputSocketMatte, separateOperation->getOutputSocket(0));
converter.mapOutputSocket(outputSocketImage, operationAlpha->getOutputSocket(0));
converter.mapOutputSocket(outputSocketPick, clearAlphaOperation->getOutputSocket(0));
}