This change will try to add meta data when using a multilayered open exr file output node in the compositor. It adds the current scene meta data and converts existing cryptomatte keys so it follows the naming that is configured in the file output node. This change supports the basic use-case where the compositor is used to output cryptomatte layers with a different naming scheme to support external compositors. In this case the Multilayered OpenEXR files are used and the meta data is read from the render result. Meta data is found when render layer node is connected with the file output node without any other nodes in between. Redirects and empty node groups are allowed. The patch has been verified to work with external compositors. See https://devtalk.blender.org/t/making-sense-of-cryptomatte-usage-in-third-party-programs/16576/17 See patch for example files. Reviewed By: Sergey Sharybin Differential Revision: https://developer.blender.org/D10016
349 lines
9.5 KiB
C++
349 lines
9.5 KiB
C++
/*
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* This program is free software; you can redistribute it and/or
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* modify it under the terms of the GNU General Public License
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* as published by the Free Software Foundation; either version 2
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* of the License, or (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, write to the Free Software Foundation,
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* Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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*
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* Copyright 2011, Blender Foundation.
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*/
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#include "COM_RenderLayersProg.h"
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#include "COM_MetaData.h"
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#include "BKE_cryptomatte.hh"
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#include "BKE_image.h"
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#include "BKE_scene.h"
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#include "BLI_listbase.h"
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#include "BLI_string.h"
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#include "BLI_string_ref.hh"
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#include "DNA_scene_types.h"
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#include "RE_pipeline.h"
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#include "RE_texture.h"
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/* ******** Render Layers Base Prog ******** */
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RenderLayersProg::RenderLayersProg(const char *passName, DataType type, int elementsize)
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: m_passName(passName)
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{
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this->setScene(nullptr);
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this->m_inputBuffer = nullptr;
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this->m_elementsize = elementsize;
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this->m_rd = nullptr;
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this->addOutputSocket(type);
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}
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void RenderLayersProg::initExecution()
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{
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Scene *scene = this->getScene();
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Render *re = (scene) ? RE_GetSceneRender(scene) : nullptr;
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RenderResult *rr = nullptr;
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if (re) {
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rr = RE_AcquireResultRead(re);
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}
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if (rr) {
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ViewLayer *view_layer = (ViewLayer *)BLI_findlink(&scene->view_layers, getLayerId());
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if (view_layer) {
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RenderLayer *rl = RE_GetRenderLayer(rr, view_layer->name);
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if (rl) {
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this->m_inputBuffer = RE_RenderLayerGetPass(
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rl, this->m_passName.c_str(), this->m_viewName);
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}
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}
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}
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if (re) {
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RE_ReleaseResult(re);
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re = nullptr;
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}
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}
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void RenderLayersProg::doInterpolation(float output[4], float x, float y, PixelSampler sampler)
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{
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unsigned int offset;
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int width = this->getWidth(), height = this->getHeight();
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int ix = x, iy = y;
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if (ix < 0 || iy < 0 || ix >= width || iy >= height) {
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if (this->m_elementsize == 1) {
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output[0] = 0.0f;
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}
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else if (this->m_elementsize == 3) {
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zero_v3(output);
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}
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else {
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zero_v4(output);
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}
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return;
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}
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switch (sampler) {
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case COM_PS_NEAREST: {
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offset = (iy * width + ix) * this->m_elementsize;
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if (this->m_elementsize == 1) {
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output[0] = this->m_inputBuffer[offset];
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}
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else if (this->m_elementsize == 3) {
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copy_v3_v3(output, &this->m_inputBuffer[offset]);
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}
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else {
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copy_v4_v4(output, &this->m_inputBuffer[offset]);
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}
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break;
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}
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case COM_PS_BILINEAR:
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BLI_bilinear_interpolation_fl(
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this->m_inputBuffer, output, width, height, this->m_elementsize, x, y);
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break;
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case COM_PS_BICUBIC:
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BLI_bicubic_interpolation_fl(
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this->m_inputBuffer, output, width, height, this->m_elementsize, x, y);
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break;
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}
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}
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void RenderLayersProg::executePixelSampled(float output[4], float x, float y, PixelSampler sampler)
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{
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#if 0
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const RenderData *rd = this->m_rd;
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int dx = 0, dy = 0;
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if (rd->mode & R_BORDER && rd->mode & R_CROP) {
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/* see comment in executeRegion describing coordinate mapping,
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* here it simply goes other way around
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*/
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int full_width = rd->xsch * rd->size / 100;
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int full_height = rd->ysch * rd->size / 100;
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dx = rd->border.xmin * full_width - (full_width - this->getWidth()) / 2.0f;
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dy = rd->border.ymin * full_height - (full_height - this->getHeight()) / 2.0f;
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}
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int ix = x - dx;
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int iy = y - dy;
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#endif
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#ifndef NDEBUG
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{
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const DataType data_type = this->getOutputSocket()->getDataType();
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int actual_element_size = this->m_elementsize;
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int expected_element_size;
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if (data_type == COM_DT_VALUE) {
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expected_element_size = 1;
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}
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else if (data_type == COM_DT_VECTOR) {
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expected_element_size = 3;
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}
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else if (data_type == COM_DT_COLOR) {
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expected_element_size = 4;
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}
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else {
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expected_element_size = 0;
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BLI_assert(!"Something horribly wrong just happened");
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}
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BLI_assert(expected_element_size == actual_element_size);
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}
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#endif
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if (this->m_inputBuffer == nullptr) {
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int elemsize = this->m_elementsize;
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if (elemsize == 1) {
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output[0] = 0.0f;
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}
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else if (elemsize == 3) {
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zero_v3(output);
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}
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else {
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BLI_assert(elemsize == 4);
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zero_v4(output);
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}
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}
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else {
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doInterpolation(output, x, y, sampler);
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}
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}
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void RenderLayersProg::deinitExecution()
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{
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this->m_inputBuffer = nullptr;
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}
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void RenderLayersProg::determineResolution(unsigned int resolution[2],
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unsigned int /*preferredResolution*/[2])
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{
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Scene *sce = this->getScene();
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Render *re = (sce) ? RE_GetSceneRender(sce) : nullptr;
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RenderResult *rr = nullptr;
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resolution[0] = 0;
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resolution[1] = 0;
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if (re) {
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rr = RE_AcquireResultRead(re);
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}
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if (rr) {
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ViewLayer *view_layer = (ViewLayer *)BLI_findlink(&sce->view_layers, getLayerId());
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if (view_layer) {
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RenderLayer *rl = RE_GetRenderLayer(rr, view_layer->name);
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if (rl) {
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resolution[0] = rl->rectx;
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resolution[1] = rl->recty;
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}
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}
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}
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if (re) {
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RE_ReleaseResult(re);
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}
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}
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struct CallbackData {
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std::unique_ptr<MetaData> meta_data;
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std::string hash_key;
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std::string conversion_key;
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std::string manifest_key;
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void addMetaData(blender::StringRef key, blender::StringRefNull value)
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{
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if (!meta_data) {
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meta_data = std::make_unique<MetaData>();
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}
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meta_data->add(key, value);
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}
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void setCryptomatteKeys(blender::StringRef cryptomatte_layer_name)
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{
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manifest_key = blender::BKE_cryptomatte_meta_data_key(cryptomatte_layer_name, "manifest");
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hash_key = blender::BKE_cryptomatte_meta_data_key(cryptomatte_layer_name, "hash");
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conversion_key = blender::BKE_cryptomatte_meta_data_key(cryptomatte_layer_name, "conversion");
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}
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};
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/* C type callback function (StampCallback). */
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static void extract_cryptomatte_meta_data(void *_data,
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const char *propname,
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char *propvalue,
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int UNUSED(len))
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{
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CallbackData *data = static_cast<CallbackData *>(_data);
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blender::StringRefNull key(propname);
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if (key == data->hash_key) {
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data->addMetaData(META_DATA_KEY_CRYPTOMATTE_HASH, propvalue);
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}
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else if (key == data->conversion_key) {
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data->addMetaData(META_DATA_KEY_CRYPTOMATTE_CONVERSION, propvalue);
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}
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else if (key == data->manifest_key) {
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data->addMetaData(META_DATA_KEY_CRYPTOMATTE_MANIFEST, propvalue);
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}
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}
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std::unique_ptr<MetaData> RenderLayersProg::getMetaData() const
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{
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Scene *scene = this->getScene();
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Render *re = (scene) ? RE_GetSceneRender(scene) : nullptr;
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RenderResult *rr = nullptr;
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CallbackData callback_data = {nullptr};
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if (re) {
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rr = RE_AcquireResultRead(re);
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}
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if (rr && rr->stamp_data) {
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ViewLayer *view_layer = (ViewLayer *)BLI_findlink(&scene->view_layers, getLayerId());
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if (view_layer) {
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std::string full_layer_name = std::string(
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view_layer->name,
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BLI_strnlen(view_layer->name, sizeof(view_layer->name))) +
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"." + m_passName;
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blender::StringRef cryptomatte_layer_name = blender::BKE_cryptomatte_extract_layer_name(
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full_layer_name);
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callback_data.setCryptomatteKeys(cryptomatte_layer_name);
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BKE_stamp_info_callback(
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&callback_data, rr->stamp_data, extract_cryptomatte_meta_data, false);
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}
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}
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if (re) {
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RE_ReleaseResult(re);
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re = nullptr;
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}
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return std::move(callback_data.meta_data);
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}
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/* ******** Render Layers AO Operation ******** */
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void RenderLayersAOOperation::executePixelSampled(float output[4],
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float x,
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float y,
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PixelSampler sampler)
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{
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float *inputBuffer = this->getInputBuffer();
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if (inputBuffer == nullptr) {
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zero_v3(output);
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}
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else {
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doInterpolation(output, x, y, sampler);
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}
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output[3] = 1.0f;
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}
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/* ******** Render Layers Alpha Operation ******** */
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void RenderLayersAlphaProg::executePixelSampled(float output[4],
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float x,
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float y,
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PixelSampler sampler)
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{
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float *inputBuffer = this->getInputBuffer();
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if (inputBuffer == nullptr) {
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output[0] = 0.0f;
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}
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else {
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float temp[4];
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doInterpolation(temp, x, y, sampler);
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output[0] = temp[3];
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}
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}
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/* ******** Render Layers Depth Operation ******** */
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void RenderLayersDepthProg::executePixelSampled(float output[4],
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float x,
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float y,
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PixelSampler /*sampler*/)
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{
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int ix = x;
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int iy = y;
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float *inputBuffer = this->getInputBuffer();
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if (inputBuffer == nullptr || ix < 0 || iy < 0 || ix >= (int)this->getWidth() ||
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iy >= (int)this->getHeight()) {
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output[0] = 10e10f;
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}
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else {
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unsigned int offset = (iy * this->getWidth() + ix);
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output[0] = inputBuffer[offset];
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}
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}
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