/* * 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 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]; } }