Make size inference consistent with the viewport compositor (from a user's perspective). This patch uses constat folding to create a constant output out of constant inputs. This is consistent with the results of the realtime compositor. Nodes not included in this patch require further refactoring or discussion. They will be addressed in future patches. Pull Request: https://projects.blender.org/blender/blender/pulls/114755
92 lines
2.7 KiB
C++
92 lines
2.7 KiB
C++
/* SPDX-FileCopyrightText: 2018 Blender Authors
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*
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* SPDX-License-Identifier: GPL-2.0-or-later */
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#include "COM_CryptomatteOperation.h"
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namespace blender::compositor {
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CryptomatteOperation::CryptomatteOperation(size_t num_inputs)
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{
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inputs.resize(num_inputs);
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for (size_t i = 0; i < num_inputs; i++) {
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this->add_input_socket(DataType::Color);
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}
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this->add_output_socket(DataType::Color);
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flags_.complex = true;
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flags_.can_be_constant = true;
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}
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void CryptomatteOperation::init_execution()
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{
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for (size_t i = 0; i < inputs.size(); i++) {
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inputs[i] = this->get_input_socket_reader(i);
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}
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}
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void CryptomatteOperation::add_object_index(float object_index)
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{
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if (object_index != 0.0f) {
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object_index_.append(object_index);
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}
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}
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void CryptomatteOperation::execute_pixel(float output[4], int x, int y, void *data)
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{
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float input[4];
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output[0] = output[1] = output[2] = output[3] = 0.0f;
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for (size_t i = 0; i < inputs.size(); i++) {
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inputs[i]->read(input, x, y, data);
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if (i == 0) {
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/* Write the front-most object as false color for picking. */
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output[0] = input[0];
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uint32_t m3hash;
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::memcpy(&m3hash, &input[0], sizeof(uint32_t));
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/* Since the red channel is likely to be out of display range,
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* setting green and blue gives more meaningful images. */
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output[1] = (float(m3hash << 8) / float(UINT32_MAX));
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output[2] = (float(m3hash << 16) / float(UINT32_MAX));
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}
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for (float hash : object_index_) {
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if (input[0] == hash) {
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output[3] += input[1];
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}
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if (input[2] == hash) {
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output[3] += input[3];
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}
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}
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}
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}
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void CryptomatteOperation::update_memory_buffer_partial(MemoryBuffer *output,
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const rcti &area,
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Span<MemoryBuffer *> inputs)
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{
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for (BuffersIterator<float> it = output->iterate_with(inputs, area); !it.is_end(); ++it) {
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zero_v4(it.out);
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for (int i = 0; i < it.get_num_inputs(); i++) {
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const float *input = it.in(i);
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if (i == 0) {
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/* Write the front-most object as false color for picking. */
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it.out[0] = input[0];
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uint32_t m3hash;
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::memcpy(&m3hash, &input[0], sizeof(uint32_t));
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/* Since the red channel is likely to be out of display range,
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* setting green and blue gives more meaningful images. */
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it.out[1] = (float(m3hash << 8) / float(UINT32_MAX));
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it.out[2] = (float(m3hash << 16) / float(UINT32_MAX));
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}
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for (const float hash : object_index_) {
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if (input[0] == hash) {
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it.out[3] += input[1];
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}
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if (input[2] == hash) {
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it.out[3] += input[3];
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}
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}
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}
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}
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}
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} // namespace blender::compositor
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