/* 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 inputs) { for (BuffersIterator 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