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blender-archive/source/blender/compositor/operations/COM_RenderLayersProg.cpp
Jeroen Bakker 87ace46827 Cryptomatte: Manifest Parsing.
This patch adds manifest parsing to Cryptomatte. Normally when loading
cryptomatte layer from an OpenEXR file the manifest contains data to
convert a hash to its original name of the object/material. In the
future we want to use this to support lookup of cryptomatte
hashes and show it to the user.

Currently this logic isn't available to users (for now), but is required
by D3959 where a new cryptomatte workflow is implemented.
2021-02-26 14:13:15 +01:00

352 lines
9.7 KiB
C++

/*
* 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 2011, Blender Foundation.
*/
#include "COM_RenderLayersProg.h"
#include "COM_MetaData.h"
#include "BKE_cryptomatte.hh"
#include "BKE_image.h"
#include "BKE_scene.h"
#include "BLI_listbase.h"
#include "BLI_string.h"
#include "BLI_string_ref.hh"
#include "DNA_scene_types.h"
#include "RE_pipeline.h"
#include "RE_texture.h"
/* ******** Render Layers Base Prog ******** */
RenderLayersProg::RenderLayersProg(const char *passName, DataType type, int elementsize)
: m_passName(passName)
{
this->setScene(nullptr);
this->m_inputBuffer = nullptr;
this->m_elementsize = elementsize;
this->m_rd = nullptr;
this->addOutputSocket(type);
}
void RenderLayersProg::initExecution()
{
Scene *scene = this->getScene();
Render *re = (scene) ? RE_GetSceneRender(scene) : nullptr;
RenderResult *rr = nullptr;
if (re) {
rr = RE_AcquireResultRead(re);
}
if (rr) {
ViewLayer *view_layer = (ViewLayer *)BLI_findlink(&scene->view_layers, getLayerId());
if (view_layer) {
RenderLayer *rl = RE_GetRenderLayer(rr, view_layer->name);
if (rl) {
this->m_inputBuffer = RE_RenderLayerGetPass(
rl, this->m_passName.c_str(), this->m_viewName);
}
}
}
if (re) {
RE_ReleaseResult(re);
re = nullptr;
}
}
void RenderLayersProg::doInterpolation(float output[4], float x, float y, PixelSampler sampler)
{
unsigned int offset;
int width = this->getWidth(), height = this->getHeight();
int ix = x, iy = y;
if (ix < 0 || iy < 0 || ix >= width || iy >= height) {
if (this->m_elementsize == 1) {
output[0] = 0.0f;
}
else if (this->m_elementsize == 3) {
zero_v3(output);
}
else {
zero_v4(output);
}
return;
}
switch (sampler) {
case COM_PS_NEAREST: {
offset = (iy * width + ix) * this->m_elementsize;
if (this->m_elementsize == 1) {
output[0] = this->m_inputBuffer[offset];
}
else if (this->m_elementsize == 3) {
copy_v3_v3(output, &this->m_inputBuffer[offset]);
}
else {
copy_v4_v4(output, &this->m_inputBuffer[offset]);
}
break;
}
case COM_PS_BILINEAR:
BLI_bilinear_interpolation_fl(
this->m_inputBuffer, output, width, height, this->m_elementsize, x, y);
break;
case COM_PS_BICUBIC:
BLI_bicubic_interpolation_fl(
this->m_inputBuffer, output, width, height, this->m_elementsize, x, y);
break;
}
}
void RenderLayersProg::executePixelSampled(float output[4], float x, float y, PixelSampler sampler)
{
#if 0
const RenderData *rd = this->m_rd;
int dx = 0, dy = 0;
if (rd->mode & R_BORDER && rd->mode & R_CROP) {
/* see comment in executeRegion describing coordinate mapping,
* here it simply goes other way around
*/
int full_width = rd->xsch * rd->size / 100;
int full_height = rd->ysch * rd->size / 100;
dx = rd->border.xmin * full_width - (full_width - this->getWidth()) / 2.0f;
dy = rd->border.ymin * full_height - (full_height - this->getHeight()) / 2.0f;
}
int ix = x - dx;
int iy = y - dy;
#endif
#ifndef NDEBUG
{
const DataType data_type = this->getOutputSocket()->getDataType();
int actual_element_size = this->m_elementsize;
int expected_element_size;
if (data_type == COM_DT_VALUE) {
expected_element_size = 1;
}
else if (data_type == COM_DT_VECTOR) {
expected_element_size = 3;
}
else if (data_type == COM_DT_COLOR) {
expected_element_size = 4;
}
else {
expected_element_size = 0;
BLI_assert(!"Something horribly wrong just happened");
}
BLI_assert(expected_element_size == actual_element_size);
}
#endif
if (this->m_inputBuffer == nullptr) {
int elemsize = this->m_elementsize;
if (elemsize == 1) {
output[0] = 0.0f;
}
else if (elemsize == 3) {
zero_v3(output);
}
else {
BLI_assert(elemsize == 4);
zero_v4(output);
}
}
else {
doInterpolation(output, x, y, sampler);
}
}
void RenderLayersProg::deinitExecution()
{
this->m_inputBuffer = nullptr;
}
void RenderLayersProg::determineResolution(unsigned int resolution[2],
unsigned int /*preferredResolution*/[2])
{
Scene *sce = this->getScene();
Render *re = (sce) ? RE_GetSceneRender(sce) : nullptr;
RenderResult *rr = nullptr;
resolution[0] = 0;
resolution[1] = 0;
if (re) {
rr = RE_AcquireResultRead(re);
}
if (rr) {
ViewLayer *view_layer = (ViewLayer *)BLI_findlink(&sce->view_layers, getLayerId());
if (view_layer) {
RenderLayer *rl = RE_GetRenderLayer(rr, view_layer->name);
if (rl) {
resolution[0] = rl->rectx;
resolution[1] = rl->recty;
}
}
}
if (re) {
RE_ReleaseResult(re);
}
}
struct CallbackData {
std::unique_ptr<MetaData> meta_data;
std::string hash_key;
std::string conversion_key;
std::string manifest_key;
void addMetaData(blender::StringRef key, blender::StringRefNull value)
{
if (!meta_data) {
meta_data = std::make_unique<MetaData>();
}
meta_data->add(key, value);
}
void setCryptomatteKeys(blender::StringRef cryptomatte_layer_name)
{
manifest_key = blender::bke::cryptomatte::BKE_cryptomatte_meta_data_key(cryptomatte_layer_name,
"manifest");
hash_key = blender::bke::cryptomatte::BKE_cryptomatte_meta_data_key(cryptomatte_layer_name,
"hash");
conversion_key = blender::bke::cryptomatte::BKE_cryptomatte_meta_data_key(
cryptomatte_layer_name, "conversion");
}
};
/* C type callback function (StampCallback). */
static void extract_cryptomatte_meta_data(void *_data,
const char *propname,
char *propvalue,
int UNUSED(len))
{
CallbackData *data = static_cast<CallbackData *>(_data);
blender::StringRefNull key(propname);
if (key == data->hash_key) {
data->addMetaData(META_DATA_KEY_CRYPTOMATTE_HASH, propvalue);
}
else if (key == data->conversion_key) {
data->addMetaData(META_DATA_KEY_CRYPTOMATTE_CONVERSION, propvalue);
}
else if (key == data->manifest_key) {
data->addMetaData(META_DATA_KEY_CRYPTOMATTE_MANIFEST, propvalue);
}
}
std::unique_ptr<MetaData> RenderLayersProg::getMetaData() const
{
Scene *scene = this->getScene();
Render *re = (scene) ? RE_GetSceneRender(scene) : nullptr;
RenderResult *rr = nullptr;
CallbackData callback_data = {nullptr};
if (re) {
rr = RE_AcquireResultRead(re);
}
if (rr && rr->stamp_data) {
ViewLayer *view_layer = (ViewLayer *)BLI_findlink(&scene->view_layers, getLayerId());
if (view_layer) {
std::string full_layer_name = std::string(
view_layer->name,
BLI_strnlen(view_layer->name, sizeof(view_layer->name))) +
"." + m_passName;
blender::StringRef cryptomatte_layer_name = blender::bke::cryptomatte::BKE_cryptomatte_extract_layer_name(
full_layer_name);
callback_data.setCryptomatteKeys(cryptomatte_layer_name);
BKE_stamp_info_callback(
&callback_data, rr->stamp_data, extract_cryptomatte_meta_data, false);
}
}
if (re) {
RE_ReleaseResult(re);
re = nullptr;
}
return std::move(callback_data.meta_data);
}
/* ******** Render Layers AO Operation ******** */
void RenderLayersAOOperation::executePixelSampled(float output[4],
float x,
float y,
PixelSampler sampler)
{
float *inputBuffer = this->getInputBuffer();
if (inputBuffer == nullptr) {
zero_v3(output);
}
else {
doInterpolation(output, x, y, sampler);
}
output[3] = 1.0f;
}
/* ******** Render Layers Alpha Operation ******** */
void RenderLayersAlphaProg::executePixelSampled(float output[4],
float x,
float y,
PixelSampler sampler)
{
float *inputBuffer = this->getInputBuffer();
if (inputBuffer == nullptr) {
output[0] = 0.0f;
}
else {
float temp[4];
doInterpolation(temp, x, y, sampler);
output[0] = temp[3];
}
}
/* ******** Render Layers Depth Operation ******** */
void RenderLayersDepthProg::executePixelSampled(float output[4],
float x,
float y,
PixelSampler /*sampler*/)
{
int ix = x;
int iy = y;
float *inputBuffer = this->getInputBuffer();
if (inputBuffer == nullptr || ix < 0 || iy < 0 || ix >= (int)this->getWidth() ||
iy >= (int)this->getHeight()) {
output[0] = 10e10f;
}
else {
unsigned int offset = (iy * this->getWidth() + ix);
output[0] = inputBuffer[offset];
}
}