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blender-archive/source/blender/compositor/operations/COM_RenderLayersProg.cpp
Jeroen Bakker 2d4b638a67 Cryptomatte: Read metadata from multilayer OpenEXR.
Currently the compositor reads cryptomatte meta-data from the render
result. When loading a multilayer open exr file the meta-data was ignored.
This patch will also load the cryptomatte meta-data from multilayer open
exr files.

This enabled workflows where the rendering and compositing are done in
separate scenes or for future changes where the cryptomatte node will
use the meta-data for name matching and color picking.

Reviewed By: Sergey Sharybin

Differential Revision: https://developer.blender.org/D10384
2021-03-02 11:20:01 +01:00

309 lines
8.3 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_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);
}
}
std::unique_ptr<MetaData> RenderLayersProg::getMetaData() const
{
Scene *scene = this->getScene();
Render *re = (scene) ? RE_GetSceneRender(scene) : nullptr;
RenderResult *render_result = nullptr;
MetaDataExtractCallbackData callback_data = {nullptr};
if (re) {
render_result = RE_AcquireResultRead(re);
}
if (render_result && render_result->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,
render_result->stamp_data,
MetaDataExtractCallbackData::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];
}
}