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.
81 lines
3.1 KiB
C++
81 lines
3.1 KiB
C++
/*
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* This program is free software; you can redistribute it and/or
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* modify it under the terms of the GNU General Public License
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* as published by the Free Software Foundation; either version 2
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* of the License, or (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, write to the Free Software Foundation,
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* Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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*
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* Copyright 2018, Blender Foundation.
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*/
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#include "COM_CryptomatteNode.h"
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#include "COM_ConvertOperation.h"
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#include "COM_CryptomatteOperation.h"
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#include "COM_SetAlphaOperation.h"
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#include "BLI_assert.h"
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#include "BLI_hash_mm3.h"
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#include "BLI_listbase.h"
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#include "BLI_string.h"
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#include <iterator>
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CryptomatteNode::CryptomatteNode(bNode *editorNode) : Node(editorNode)
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{
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/* pass */
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}
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void CryptomatteNode::convertToOperations(NodeConverter &converter,
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const CompositorContext & /*context*/) const
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{
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NodeInput *inputSocketImage = this->getInputSocket(0);
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NodeOutput *outputSocketImage = this->getOutputSocket(0);
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NodeOutput *outputSocketMatte = this->getOutputSocket(1);
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NodeOutput *outputSocketPick = this->getOutputSocket(2);
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bNode *node = this->getbNode();
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NodeCryptomatte *cryptoMatteSettings = (NodeCryptomatte *)node->storage;
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CryptomatteOperation *operation = new CryptomatteOperation(getNumberOfInputSockets() - 1);
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if (cryptoMatteSettings) {
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LISTBASE_FOREACH (CryptomatteEntry *, cryptomatte_entry, &cryptoMatteSettings->entries) {
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operation->addObjectIndex(cryptomatte_entry->encoded_hash);
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}
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}
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converter.addOperation(operation);
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for (int i = 0; i < getNumberOfInputSockets() - 1; i++) {
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converter.mapInputSocket(this->getInputSocket(i + 1), operation->getInputSocket(i));
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}
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SeparateChannelOperation *separateOperation = new SeparateChannelOperation;
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separateOperation->setChannel(3);
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converter.addOperation(separateOperation);
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SetAlphaOperation *operationAlpha = new SetAlphaOperation();
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converter.addOperation(operationAlpha);
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converter.addLink(operation->getOutputSocket(0), separateOperation->getInputSocket(0));
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converter.addLink(separateOperation->getOutputSocket(0), operationAlpha->getInputSocket(1));
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SetAlphaOperation *clearAlphaOperation = new SetAlphaOperation();
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converter.addOperation(clearAlphaOperation);
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converter.addInputValue(clearAlphaOperation->getInputSocket(1), 1.0f);
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converter.addLink(operation->getOutputSocket(0), clearAlphaOperation->getInputSocket(0));
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converter.mapInputSocket(inputSocketImage, operationAlpha->getInputSocket(0));
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converter.mapOutputSocket(outputSocketMatte, separateOperation->getOutputSocket(0));
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converter.mapOutputSocket(outputSocketImage, operationAlpha->getOutputSocket(0));
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converter.mapOutputSocket(outputSocketPick, clearAlphaOperation->getOutputSocket(0));
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}
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