In the current implementation, cryptomatte passes are connected to the node and elements are picked by using the eyedropper tool on a special pick channel. This design has two disadvantages - both connecting all passes individually and always having to switch to the picker channel are tedious. With the new design, the user selects the RenderLayer or Image from which the Cryptomatte layers are directly loaded (the type of pass is determined by an enum). This allows the node to automatically detect all relevant passes. Then, when using the eyedropper tool, the operator looks up the selected coordinates from the picked Image, Node backdrop or Clip and reads the picked object directly from the Renderlayer/Image, therefore allowing to pick in any context (e.g. by clicking on the Combined pass in the Image Viewer). The sampled color is looked up in the metadata and the actual name is stored in the cryptomatte node. This also allows to remove a hash by just removing the name from the matte id. Technically there is some loss of flexibility because the Cryptomatte pass inputs can no longer be connected to other nodes, but since any compositing done on them is likely to break the Cryptomatte system anyways, this isn't really a concern in practise. In the future, this would also allow to automatically translate values to names by looking up the value in the associated metadata of the input, or to get a better visualization of overlapping areas in the Pick output since we could blend colors now that the output doesn't have to contain the exact value. Idea + Original patch: Lucas Stockner Reviewed By: Brecht van Lommel Differential Revision: https://developer.blender.org/D3959
263 lines
9.4 KiB
C++
263 lines
9.4 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 2018, Blender Foundation.
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*/
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#include "COM_CryptomatteNode.h"
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#include "BKE_node.h"
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#include "BLI_assert.h"
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#include "BLI_hash_mm3.h"
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#include "BLI_listbase.h"
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#include "BLI_string.h"
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#include "COM_ConvertOperation.h"
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#include "COM_CryptomatteOperation.h"
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#include "COM_MultilayerImageOperation.h"
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#include "COM_RenderLayersProg.h"
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#include "COM_SetAlphaMultiplyOperation.h"
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#include "COM_SetColorOperation.h"
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#include <iterator>
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#include <string>
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/** \name Cryptomatte base
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* \{ */
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void CryptomatteBaseNode::convertToOperations(NodeConverter &converter,
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const CompositorContext &context) const
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{
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NodeOutput *output_image_socket = this->getOutputSocket(0);
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bNode *node = this->getbNode();
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NodeCryptomatte *cryptomatte_settings = static_cast<NodeCryptomatte *>(node->storage);
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CryptomatteOperation *cryptomatte_operation = create_cryptomatte_operation(
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converter, context, *node, cryptomatte_settings);
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converter.addOperation(cryptomatte_operation);
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NodeOutput *output_matte_socket = this->getOutputSocket(1);
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SeparateChannelOperation *extract_mask_operation = new SeparateChannelOperation;
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extract_mask_operation->setChannel(3);
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converter.addOperation(extract_mask_operation);
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converter.addLink(cryptomatte_operation->getOutputSocket(0),
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extract_mask_operation->getInputSocket(0));
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converter.mapOutputSocket(output_matte_socket, extract_mask_operation->getOutputSocket(0));
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NodeInput *input_image_socket = this->getInputSocket(0);
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SetAlphaMultiplyOperation *apply_mask_operation = new SetAlphaMultiplyOperation();
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converter.mapInputSocket(input_image_socket, apply_mask_operation->getInputSocket(0));
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converter.addOperation(apply_mask_operation);
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converter.addLink(extract_mask_operation->getOutputSocket(0),
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apply_mask_operation->getInputSocket(1));
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converter.mapOutputSocket(output_image_socket, apply_mask_operation->getOutputSocket(0));
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NodeOutput *output_pick_socket = this->getOutputSocket(2);
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SetAlphaMultiplyOperation *extract_pick_operation = new SetAlphaMultiplyOperation();
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converter.addOperation(extract_pick_operation);
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converter.addInputValue(extract_pick_operation->getInputSocket(1), 1.0f);
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converter.addLink(cryptomatte_operation->getOutputSocket(0),
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extract_pick_operation->getInputSocket(0));
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converter.mapOutputSocket(output_pick_socket, extract_pick_operation->getOutputSocket(0));
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}
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/* \} */
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/** \name Cryptomatte V2
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* \{ */
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static std::string prefix_from_node(const bNode &node)
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{
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char prefix[MAX_NAME];
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ntreeCompositCryptomatteLayerPrefix(&node, prefix, sizeof(prefix));
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return std::string(prefix, BLI_strnlen(prefix, sizeof(prefix)));
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}
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static std::string combined_layer_pass_name(RenderLayer *render_layer, RenderPass *render_pass)
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{
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if (render_layer->name[0] == '\0') {
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return std::string(render_pass->name,
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BLI_strnlen(render_pass->name, sizeof(render_pass->name)));
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}
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std::string combined_name =
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blender::StringRef(render_layer->name,
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BLI_strnlen(render_layer->name, sizeof(render_layer->name))) +
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"." +
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blender::StringRef(render_pass->name,
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BLI_strnlen(render_pass->name, sizeof(render_pass->name)));
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return combined_name;
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}
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void CryptomatteNode::input_operations_from_render_source(
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const CompositorContext &context,
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const bNode &node,
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blender::Vector<NodeOperation *> &r_input_operations)
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{
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Scene *scene = (Scene *)node.id;
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if (!scene) {
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return;
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}
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BLI_assert(GS(scene->id.name) == ID_SCE);
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Render *render = RE_GetSceneRender(scene);
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RenderResult *render_result = render ? RE_AcquireResultRead(render) : nullptr;
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if (!render_result) {
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return;
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}
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const short cryptomatte_layer_id = 0;
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const std::string prefix = prefix_from_node(node);
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LISTBASE_FOREACH (ViewLayer *, view_layer, &scene->view_layers) {
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RenderLayer *render_layer = RE_GetRenderLayer(render_result, view_layer->name);
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if (render_layer) {
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LISTBASE_FOREACH (RenderPass *, render_pass, &render_layer->passes) {
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const std::string combined_name = combined_layer_pass_name(render_layer, render_pass);
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if (blender::StringRef(combined_name).startswith(prefix)) {
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RenderLayersProg *op = new RenderLayersProg(
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render_pass->name, COM_DT_COLOR, render_pass->channels);
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op->setScene(scene);
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op->setLayerId(cryptomatte_layer_id);
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op->setRenderData(context.getRenderData());
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op->setViewName(context.getViewName());
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r_input_operations.append(op);
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}
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}
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}
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}
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RE_ReleaseResult(render);
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}
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void CryptomatteNode::input_operations_from_image_source(
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const CompositorContext &context,
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const bNode &node,
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blender::Vector<NodeOperation *> &r_input_operations)
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{
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NodeCryptomatte *cryptomatte_settings = (NodeCryptomatte *)node.storage;
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Image *image = (Image *)node.id;
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if (!image) {
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return;
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}
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BLI_assert(GS(image->id.name) == ID_IM);
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if (image->type != IMA_TYPE_MULTILAYER) {
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return;
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}
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ImageUser *iuser = &cryptomatte_settings->iuser;
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BKE_image_user_frame_calc(image, iuser, context.getFramenumber());
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ImBuf *ibuf = BKE_image_acquire_ibuf(image, iuser, nullptr);
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if (image->rr) {
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int view = 0;
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if (BLI_listbase_count_at_most(&image->rr->views, 2) > 1) {
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if (iuser->view == 0) {
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/* Heuristic to match image name with scene names, check if the view name exists in the
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* image. */
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view = BLI_findstringindex(
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&image->rr->views, context.getViewName(), offsetof(RenderView, name));
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if (view == -1) {
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view = 0;
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}
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}
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else {
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view = iuser->view - 1;
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}
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}
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const std::string prefix = prefix_from_node(node);
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LISTBASE_FOREACH (RenderLayer *, render_layer, &image->rr->layers) {
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LISTBASE_FOREACH (RenderPass *, render_pass, &render_layer->passes) {
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const std::string combined_name = combined_layer_pass_name(render_layer, render_pass);
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if (blender::StringRef(combined_name).startswith(prefix)) {
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MultilayerColorOperation *op = new MultilayerColorOperation(
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render_layer, render_pass, view);
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op->setImage(image);
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op->setImageUser(iuser);
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op->setFramenumber(context.getFramenumber());
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r_input_operations.append(op);
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}
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}
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}
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}
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BKE_image_release_ibuf(image, ibuf, nullptr);
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}
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blender::Vector<NodeOperation *> CryptomatteNode::create_input_operations(
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const CompositorContext &context, const bNode &node)
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{
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blender::Vector<NodeOperation *> input_operations;
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switch (node.custom1) {
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case CMP_CRYPTOMATTE_SRC_RENDER:
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input_operations_from_render_source(context, node, input_operations);
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break;
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case CMP_CRYPTOMATTE_SRC_IMAGE:
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input_operations_from_image_source(context, node, input_operations);
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break;
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}
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if (input_operations.is_empty()) {
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SetColorOperation *op = new SetColorOperation();
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op->setChannel1(0.0f);
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op->setChannel2(1.0f);
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op->setChannel3(0.0f);
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op->setChannel4(0.0f);
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input_operations.append(op);
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}
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return input_operations;
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}
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CryptomatteOperation *CryptomatteNode::create_cryptomatte_operation(
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NodeConverter &converter,
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const CompositorContext &context,
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const bNode &node,
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const NodeCryptomatte *cryptomatte_settings) const
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{
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blender::Vector<NodeOperation *> input_operations = create_input_operations(context, node);
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CryptomatteOperation *operation = new CryptomatteOperation(input_operations.size());
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LISTBASE_FOREACH (CryptomatteEntry *, cryptomatte_entry, &cryptomatte_settings->entries) {
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operation->addObjectIndex(cryptomatte_entry->encoded_hash);
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}
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for (int i = 0; i < input_operations.size(); ++i) {
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converter.addOperation(input_operations[i]);
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converter.addLink(input_operations[i]->getOutputSocket(), operation->getInputSocket(i));
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}
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return operation;
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}
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/* \} */
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/** \name Cryptomatte legacy
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* \{ */
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CryptomatteOperation *CryptomatteLegacyNode::create_cryptomatte_operation(
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NodeConverter &converter,
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const CompositorContext &UNUSED(context),
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const bNode &UNUSED(node),
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const NodeCryptomatte *cryptomatte_settings) const
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{
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const int num_inputs = getNumberOfInputSockets() - 1;
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CryptomatteOperation *operation = new CryptomatteOperation(num_inputs);
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if (cryptomatte_settings) {
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LISTBASE_FOREACH (CryptomatteEntry *, cryptomatte_entry, &cryptomatte_settings->entries) {
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operation->addObjectIndex(cryptomatte_entry->encoded_hash);
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}
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}
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for (int i = 0; i < num_inputs; i++) {
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converter.mapInputSocket(this->getInputSocket(i + 1), operation->getInputSocket(i));
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}
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return operation;
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}
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/* \} */ |