Blender V4.5
node_composite_id_mask.cc
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1/* SPDX-FileCopyrightText: 2006 Blender Authors
2 *
3 * SPDX-License-Identifier: GPL-2.0-or-later */
4
8
9#include <cmath>
10
11#include "BLI_math_base.hh"
13
14#include "UI_interface.hh"
15#include "UI_resources.hh"
16
17#include "GPU_shader.hh"
18
19#include "COM_algorithm_smaa.hh"
20#include "COM_node_operation.hh"
21#include "COM_utilities.hh"
22
24
25/* **************** ID Mask ******************** */
26
28
30{
31 b.add_input<decl::Float>("ID value").default_value(1.0f).min(0.0f).max(1.0f);
32 b.add_input<decl::Int>("Index").default_value(0).min(0).compositor_expects_single_value();
33 b.add_input<decl::Bool>("Anti-Alias").default_value(false).compositor_expects_single_value();
34
35 b.add_output<decl::Float>("Alpha");
36}
37
38using namespace blender::compositor;
39
41 public:
43
44 void execute() override
45 {
46 const Result &input_mask = get_input("ID value");
47 if (input_mask.is_single_value()) {
49 return;
50 }
51
52 /* If anti-aliasing is disabled, write to the output directly, otherwise, write to a temporary
53 * result to later perform anti-aliasing. */
54 Result non_anti_aliased_mask = context().create_result(ResultType::Float);
55 Result &output_mask = use_anti_aliasing() ? non_anti_aliased_mask : get_result("Alpha");
56
57 if (this->context().use_gpu()) {
58 this->execute_gpu(output_mask);
59 }
60 else {
61 this->execute_cpu(output_mask);
62 }
63
64 if (this->use_anti_aliasing()) {
65 smaa(context(), non_anti_aliased_mask, get_result("Alpha"));
66 non_anti_aliased_mask.release();
67 }
68 }
69
70 void execute_gpu(Result &output_mask)
71 {
72 GPUShader *shader = context().get_shader("compositor_id_mask");
73 GPU_shader_bind(shader);
74
75 GPU_shader_uniform_1i(shader, "index", get_index());
76
77 const Result &input_mask = get_input("ID value");
78 input_mask.bind_as_texture(shader, "input_mask_tx");
79
80 const Domain domain = compute_domain();
81 output_mask.allocate_texture(domain);
82 output_mask.bind_as_image(shader, "output_mask_img");
83
85
86 input_mask.unbind_as_texture();
87 output_mask.unbind_as_image();
89 }
90
91 void execute_cpu(Result &output_mask)
92 {
93 const int index = this->get_index();
94
95 const Result &input_mask = get_input("ID value");
96
97 const Domain domain = compute_domain();
98 output_mask.allocate_texture(domain);
99
100 parallel_for(domain.size, [&](const int2 texel) {
101 float input_mask_value = input_mask.load_pixel<float>(texel);
102 float mask = int(math::round(input_mask_value)) == index ? 1.0f : 0.0f;
103 output_mask.store_pixel(texel, mask);
104 });
105 }
106
108 {
109 const float input_mask_value = get_input("ID value").get_single_value<float>();
110 const float mask = int(round(input_mask_value)) == get_index() ? 1.0f : 0.0f;
113 }
114
116 {
117 return math::max(0, this->get_input("Index").get_single_value_default(0));
118 }
119
121 {
122 return this->get_input("Anti-Alias").get_single_value_default(false);
123 }
124};
125
127{
128 return new IDMaskOperation(context, node);
129}
130
131} // namespace blender::nodes::node_composite_id_mask_cc
132
134{
136
137 static blender::bke::bNodeType ntype;
138
139 cmp_node_type_base(&ntype, "CompositorNodeIDMask", CMP_NODE_ID_MASK);
140 ntype.ui_name = "ID Mask";
141 ntype.ui_description = "Create a matte from an object or material index pass";
142 ntype.enum_name_legacy = "ID_MASK";
144 ntype.declare = file_ns::cmp_node_idmask_declare;
145 ntype.get_compositor_operation = file_ns::get_compositor_operation;
146
148}
#define NODE_CLASS_CONVERTER
Definition BKE_node.hh:439
#define CMP_NODE_ID_MASK
void GPU_shader_uniform_1i(GPUShader *sh, const char *name, int value)
void GPU_shader_bind(GPUShader *shader, const blender::gpu::shader::SpecializationConstants *constants_state=nullptr)
void GPU_shader_unbind()
#define NOD_REGISTER_NODE(REGISTER_FUNC)
Result create_result(ResultType type, ResultPrecision precision)
GPUShader * get_shader(const char *info_name, ResultPrecision precision)
NodeOperation(Context &context, DNode node)
Result & get_result(StringRef identifier)
Definition operation.cc:39
Result & get_input(StringRef identifier) const
Definition operation.cc:138
virtual Domain compute_domain()
Definition operation.cc:56
T get_single_value_default(const T &default_value) const
void allocate_texture(Domain domain, bool from_pool=true)
Definition result.cc:309
void unbind_as_texture() const
Definition result.cc:389
void bind_as_texture(GPUShader *shader, const char *texture_name) const
Definition result.cc:365
void set_single_value(const T &value)
void bind_as_image(GPUShader *shader, const char *image_name, bool read=false) const
Definition result.cc:376
void unbind_as_image() const
Definition result.cc:395
bool is_single_value() const
Definition result.cc:622
const T & get_single_value() const
#define round
ccl_device_inline float2 mask(const MaskType mask, const float2 a)
void node_register_type(bNodeType &ntype)
Definition node.cc:2748
void compute_dispatch_threads_at_least(GPUShader *shader, int2 threads_range, int2 local_size=int2(16))
Definition utilities.cc:170
void smaa(Context &context, const Result &input, Result &output, const float threshold=0.1f, const float local_contrast_adaptation_factor=2.0f, const int corner_rounding=25)
Definition smaa.cc:1646
void parallel_for(const int2 range, const Function &function)
T max(const T &a, const T &b)
static NodeOperation * get_compositor_operation(Context &context, DNode node)
static void cmp_node_idmask_declare(NodeDeclarationBuilder &b)
VecBase< int32_t, 2 > int2
static void register_node_type_cmp_idmask()
void cmp_node_type_base(blender::bke::bNodeType *ntype, std::string idname, const std::optional< int16_t > legacy_type)
Defines a node type.
Definition BKE_node.hh:226
std::string ui_description
Definition BKE_node.hh:232
NodeGetCompositorOperationFunction get_compositor_operation
Definition BKE_node.hh:336
const char * enum_name_legacy
Definition BKE_node.hh:235
NodeDeclareFunction declare
Definition BKE_node.hh:355