/* SPDX-License-Identifier: GPL-2.0-or-later * Copyright 2006 Blender Foundation. All rights reserved. */ /** \file * \ingroup cmpnodes */ #include "RNA_access.h" #include "UI_interface.h" #include "UI_resources.h" #include "GPU_material.h" #include "COM_shader_node.hh" #include "node_composite_util.hh" /* ******************* Channel Matte Node ********************************* */ namespace blender::nodes::node_composite_channel_matte_cc { NODE_STORAGE_FUNCS(NodeChroma) static void cmp_node_channel_matte_declare(NodeDeclarationBuilder &b) { b.add_input(N_("Image")) .default_value({1.0f, 1.0f, 1.0f, 1.0f}) .compositor_domain_priority(0); b.add_output(N_("Image")); b.add_output(N_("Matte")); } static void node_composit_init_channel_matte(bNodeTree * /*ntree*/, bNode *node) { NodeChroma *c = MEM_cnew(__func__); node->storage = c; c->t1 = 1.0f; c->t2 = 0.0f; c->t3 = 0.0f; c->fsize = 0.0f; c->fstrength = 0.0f; c->algorithm = 1; /* Max channel limiting. */ c->channel = 1; /* Limit by red. */ node->custom1 = 1; /* RGB channel. */ node->custom2 = 2; /* Green Channel. */ } static void node_composit_buts_channel_matte(uiLayout *layout, bContext * /*C*/, PointerRNA *ptr) { uiLayout *col, *row; uiItemL(layout, IFACE_("Color Space:"), ICON_NONE); row = uiLayoutRow(layout, false); uiItemR( row, ptr, "color_space", UI_ITEM_R_SPLIT_EMPTY_NAME | UI_ITEM_R_EXPAND, nullptr, ICON_NONE); col = uiLayoutColumn(layout, false); uiItemL(col, IFACE_("Key Channel:"), ICON_NONE); row = uiLayoutRow(col, false); uiItemR(row, ptr, "matte_channel", UI_ITEM_R_SPLIT_EMPTY_NAME | UI_ITEM_R_EXPAND, nullptr, ICON_NONE); col = uiLayoutColumn(layout, false); uiItemR(col, ptr, "limit_method", UI_ITEM_R_SPLIT_EMPTY_NAME, nullptr, ICON_NONE); if (RNA_enum_get(ptr, "limit_method") == 0) { uiItemL(col, IFACE_("Limiting Channel:"), ICON_NONE); row = uiLayoutRow(col, false); uiItemR(row, ptr, "limit_channel", UI_ITEM_R_SPLIT_EMPTY_NAME | UI_ITEM_R_EXPAND, nullptr, ICON_NONE); } uiItemR( col, ptr, "limit_max", UI_ITEM_R_SPLIT_EMPTY_NAME | UI_ITEM_R_SLIDER, nullptr, ICON_NONE); uiItemR( col, ptr, "limit_min", UI_ITEM_R_SPLIT_EMPTY_NAME | UI_ITEM_R_SLIDER, nullptr, ICON_NONE); } using namespace blender::realtime_compositor; class ChannelMatteShaderNode : public ShaderNode { public: using ShaderNode::ShaderNode; void compile(GPUMaterial *material) override { GPUNodeStack *inputs = get_inputs_array(); GPUNodeStack *outputs = get_outputs_array(); const float color_space = get_color_space(); const float matte_channel = get_matte_channel(); float limit_channels[2]; get_limit_channels(limit_channels); const float max_limit = get_max_limit(); const float min_limit = get_min_limit(); GPU_stack_link(material, &bnode(), "node_composite_channel_matte", inputs, outputs, GPU_constant(&color_space), GPU_constant(&matte_channel), GPU_constant(limit_channels), GPU_uniform(&max_limit), GPU_uniform(&min_limit)); } /* 1 -> CMP_NODE_CHANNEL_MATTE_CS_RGB * 2 -> CMP_NODE_CHANNEL_MATTE_CS_HSV * 3 -> CMP_NODE_CHANNEL_MATTE_CS_YUV * 4 -> CMP_NODE_CHANNEL_MATTE_CS_YCC */ int get_color_space() { return bnode().custom1; } /* Get the index of the channel used to generate the matte. */ int get_matte_channel() { return bnode().custom2 - 1; } /* Get the index of the channel used to compute the limit value. */ int get_limit_channel() { return node_storage(bnode()).channel - 1; } /* Get the indices of the channels used to compute the limit value. We always assume the limit * algorithm is Max, if it is a single limit channel, store it in both limit channels, because * the maximum of two identical values is the same value. */ void get_limit_channels(float limit_channels[2]) { if (node_storage(bnode()).algorithm == CMP_NODE_CHANNEL_MATTE_LIMIT_ALGORITHM_MAX) { /* If the algorithm is Max, store the indices of the other two channels other than the matte * channel. */ limit_channels[0] = (get_matte_channel() + 1) % 3; limit_channels[1] = (get_matte_channel() + 2) % 3; } else { /* If the algorithm is Single, store the index of the limit channel in both channels. */ limit_channels[0] = get_limit_channel(); limit_channels[1] = get_limit_channel(); } } float get_max_limit() { return node_storage(bnode()).t1; } float get_min_limit() { return node_storage(bnode()).t2; } }; static ShaderNode *get_compositor_shader_node(DNode node) { return new ChannelMatteShaderNode(node); } } // namespace blender::nodes::node_composite_channel_matte_cc void register_node_type_cmp_channel_matte() { namespace file_ns = blender::nodes::node_composite_channel_matte_cc; static bNodeType ntype; cmp_node_type_base(&ntype, CMP_NODE_CHANNEL_MATTE, "Channel Key", NODE_CLASS_MATTE); ntype.declare = file_ns::cmp_node_channel_matte_declare; ntype.draw_buttons = file_ns::node_composit_buts_channel_matte; ntype.flag |= NODE_PREVIEW; node_type_init(&ntype, file_ns::node_composit_init_channel_matte); node_type_storage(&ntype, "NodeChroma", node_free_standard_storage, node_copy_standard_storage); ntype.get_compositor_shader_node = file_ns::get_compositor_shader_node; nodeRegisterType(&ntype); }