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/*
* 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_CryptomatteOperation.h"
CryptomatteOperation::CryptomatteOperation(size_t num_inputs)
{
for (size_t i = 0; i < num_inputs; i++) {
this->addInputSocket(COM_DT_COLOR);
}
inputs.resize(num_inputs);
this->addOutputSocket(COM_DT_COLOR);
this->setComplex(true);
}
void CryptomatteOperation::initExecution()
{
for (size_t i = 0; i < inputs.size(); i++) {
inputs[i] = this->getInputSocketReader(i);
}
}
void CryptomatteOperation::addObjectIndex(float objectIndex)
{
if (objectIndex != 0.0f) {
m_objectIndex.push_back(objectIndex);
}
}
void CryptomatteOperation::executePixel(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 (size_t i = 0; i < m_objectIndex.size(); i++) {
if (m_objectIndex[i] == input[0]) {
output[3] += input[1];
}
if (m_objectIndex[i] == input[2]) {
output[3] += input[3];
}
}
}
}
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