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test/source/blender/blenkernel/intern/cryptomatte.cc

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/* SPDX-License-Identifier: GPL-2.0-or-later
* Copyright 2020 Blender Foundation. All rights reserved. */
/** \file
* \ingroup bke
*/
#include "BKE_cryptomatte.h"
#include "BKE_cryptomatte.hh"
#include "BKE_image.h"
#include "BKE_main.h"
#include "DNA_layer_types.h"
#include "DNA_material_types.h"
#include "DNA_node_types.h"
#include "DNA_object_types.h"
Compositor: Redesign Cryptomatte node for better usability 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
2021-03-16 07:37:30 +01:00
#include "DNA_scene_types.h"
#include "BLI_compiler_attrs.h"
#include "BLI_dynstr.h"
#include "BLI_hash_mm3.h"
#include "BLI_listbase.h"
#include "BLI_string.h"
#include "RE_pipeline.h"
#include "MEM_guardedalloc.h"
#include <cctype>
#include <cstring>
#include <iomanip>
#include <sstream>
#include <string>
#include <string_view>
struct CryptomatteSession {
blender::Map<std::string, blender::bke::cryptomatte::CryptomatteLayer> layers;
Compositor: Redesign Cryptomatte node for better usability 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
2021-03-16 07:37:30 +01:00
/* Layer names in order of creation. */
blender::Vector<std::string> layer_names;
CryptomatteSession() = default;
CryptomatteSession(const Main *bmain);
CryptomatteSession(StampData *stamp_data);
Compositor: Redesign Cryptomatte node for better usability 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
2021-03-16 07:37:30 +01:00
CryptomatteSession(const Scene *scene);
blender::bke::cryptomatte::CryptomatteLayer &add_layer(std::string layer_name);
std::optional<std::string> operator[](float encoded_hash) const;
#ifdef WITH_CXX_GUARDEDALLOC
MEM_CXX_CLASS_ALLOC_FUNCS("cryptomatte:CryptomatteSession")
#endif
};
CryptomatteSession::CryptomatteSession(const Main *bmain)
{
if (!BLI_listbase_is_empty(&bmain->objects)) {
blender::bke::cryptomatte::CryptomatteLayer &objects = add_layer("CryptoObject");
LISTBASE_FOREACH (ID *, id, &bmain->objects) {
objects.add_ID(*id);
}
}
if (!BLI_listbase_is_empty(&bmain->materials)) {
blender::bke::cryptomatte::CryptomatteLayer &materials = add_layer("CryptoMaterial");
LISTBASE_FOREACH (ID *, id, &bmain->materials) {
materials.add_ID(*id);
}
}
}
CryptomatteSession::CryptomatteSession(StampData *stamp_data)
{
blender::bke::cryptomatte::CryptomatteStampDataCallbackData callback_data;
callback_data.session = this;
BKE_stamp_info_callback(
&callback_data,
stamp_data,
blender::bke::cryptomatte::CryptomatteStampDataCallbackData::extract_layer_names,
false);
BKE_stamp_info_callback(
&callback_data,
stamp_data,
blender::bke::cryptomatte::CryptomatteStampDataCallbackData::extract_layer_manifest,
false);
}
Compositor: Redesign Cryptomatte node for better usability 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
2021-03-16 07:37:30 +01:00
CryptomatteSession::CryptomatteSession(const Scene *scene)
{
LISTBASE_FOREACH (ViewLayer *, view_layer, &scene->view_layers) {
eViewLayerCryptomatteFlags cryptoflags = static_cast<eViewLayerCryptomatteFlags>(
view_layer->cryptomatte_flag & VIEW_LAYER_CRYPTOMATTE_ALL);
if (cryptoflags == 0) {
cryptoflags = static_cast<eViewLayerCryptomatteFlags>(VIEW_LAYER_CRYPTOMATTE_ALL);
}
if (cryptoflags & VIEW_LAYER_CRYPTOMATTE_OBJECT) {
add_layer(blender::StringRefNull(view_layer->name) + ".CryptoObject");
}
if (cryptoflags & VIEW_LAYER_CRYPTOMATTE_ASSET) {
add_layer(blender::StringRefNull(view_layer->name) + ".CryptoAsset");
}
if (cryptoflags & VIEW_LAYER_CRYPTOMATTE_MATERIAL) {
add_layer(blender::StringRefNull(view_layer->name) + ".CryptoMaterial");
}
}
}
blender::bke::cryptomatte::CryptomatteLayer &CryptomatteSession::add_layer(std::string layer_name)
{
Compositor: Redesign Cryptomatte node for better usability 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
2021-03-16 07:37:30 +01:00
if (!layer_names.contains(layer_name)) {
layer_names.append(layer_name);
}
return layers.lookup_or_add_default(layer_name);
}
std::optional<std::string> CryptomatteSession::operator[](float encoded_hash) const
{
for (const blender::bke::cryptomatte::CryptomatteLayer &layer : layers.values()) {
std::optional<std::string> result = layer[encoded_hash];
if (result) {
return result;
}
}
return std::nullopt;
}
CryptomatteSession *BKE_cryptomatte_init()
{
CryptomatteSession *session = new CryptomatteSession();
return session;
}
struct CryptomatteSession *BKE_cryptomatte_init_from_render_result(
const struct RenderResult *render_result)
{
CryptomatteSession *session = new CryptomatteSession(render_result->stamp_data);
return session;
}
Compositor: Redesign Cryptomatte node for better usability 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
2021-03-16 07:37:30 +01:00
struct CryptomatteSession *BKE_cryptomatte_init_from_scene(const struct Scene *scene)
{
CryptomatteSession *session = new CryptomatteSession(scene);
return session;
}
void BKE_cryptomatte_add_layer(struct CryptomatteSession *session, const char *layer_name)
{
session->add_layer(layer_name);
}
void BKE_cryptomatte_free(CryptomatteSession *session)
{
2021-01-05 17:04:02 +01:00
BLI_assert(session != nullptr);
delete session;
}
uint32_t BKE_cryptomatte_hash(const char *name, const int name_len)
{
blender::bke::cryptomatte::CryptomatteHash hash(name, name_len);
return hash.hash;
}
uint32_t BKE_cryptomatte_object_hash(CryptomatteSession *session,
const char *layer_name,
const Object *object)
{
blender::bke::cryptomatte::CryptomatteLayer *layer = session->layers.lookup_ptr(layer_name);
BLI_assert(layer);
return layer->add_ID(object->id);
}
uint32_t BKE_cryptomatte_material_hash(CryptomatteSession *session,
const char *layer_name,
const Material *material)
{
2021-01-05 17:04:02 +01:00
if (material == nullptr) {
return 0.0f;
}
blender::bke::cryptomatte::CryptomatteLayer *layer = session->layers.lookup_ptr(layer_name);
BLI_assert(layer);
return layer->add_ID(material->id);
}
uint32_t BKE_cryptomatte_asset_hash(CryptomatteSession *session,
const char *layer_name,
const Object *object)
{
const Object *asset_object = object;
2021-01-05 17:04:02 +01:00
while (asset_object->parent != nullptr) {
asset_object = asset_object->parent;
}
return BKE_cryptomatte_object_hash(session, layer_name, asset_object);
}
float BKE_cryptomatte_hash_to_float(uint32_t cryptomatte_hash)
{
return blender::bke::cryptomatte::CryptomatteHash(cryptomatte_hash).float_encoded();
}
Compositor: Redesign Cryptomatte node for better usability 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
2021-03-16 07:37:30 +01:00
bool BKE_cryptomatte_find_name(const CryptomatteSession *session,
const float encoded_hash,
char *r_name,
int name_len)
{
std::optional<std::string> name = (*session)[encoded_hash];
if (!name) {
return false;
}
BLI_strncpy(r_name, name->c_str(), name_len);
return true;
}
char *BKE_cryptomatte_entries_to_matte_id(NodeCryptomatte *node_storage)
{
DynStr *matte_id = BLI_dynstr_new();
bool first = true;
LISTBASE_FOREACH (CryptomatteEntry *, entry, &node_storage->entries) {
if (!first) {
BLI_dynstr_append(matte_id, ",");
}
if (BLI_strnlen(entry->name, sizeof(entry->name)) != 0) {
BLI_dynstr_nappend(matte_id, entry->name, sizeof(entry->name));
}
else {
BLI_dynstr_appendf(matte_id, "<%.9g>", entry->encoded_hash);
}
first = false;
}
char *result = BLI_dynstr_get_cstring(matte_id);
BLI_dynstr_free(matte_id);
return result;
}
void BKE_cryptomatte_matte_id_to_entries(NodeCryptomatte *node_storage, const char *matte_id)
{
BLI_freelistN(&node_storage->entries);
if (matte_id == nullptr) {
MEM_SAFE_FREE(node_storage->matte_id);
return;
}
/* Update the matte_id so the files can be opened in versions that don't
* use `CryptomatteEntry`. */
Compositor: Redesign Cryptomatte node for better usability 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
2021-03-16 07:37:30 +01:00
if (matte_id != node_storage->matte_id && node_storage->matte_id &&
STREQ(node_storage->matte_id, matte_id)) {
MEM_SAFE_FREE(node_storage->matte_id);
node_storage->matte_id = static_cast<char *>(MEM_dupallocN(matte_id));
}
std::istringstream ss(matte_id);
while (ss.good()) {
CryptomatteEntry *entry = nullptr;
std::string token;
getline(ss, token, ',');
/* Ignore empty tokens. */
if (token.length() > 0) {
size_t first = token.find_first_not_of(' ');
size_t last = token.find_last_not_of(' ');
if (first == std::string::npos || last == std::string::npos) {
break;
}
token = token.substr(first, (last - first + 1));
if (*token.begin() == '<' && *(--token.end()) == '>') {
float encoded_hash = atof(token.substr(1, token.length() - 2).c_str());
entry = MEM_cnew<CryptomatteEntry>(__func__);
entry->encoded_hash = encoded_hash;
}
else {
const char *name = token.c_str();
int name_len = token.length();
entry = MEM_cnew<CryptomatteEntry>(__func__);
STRNCPY(entry->name, name);
uint32_t hash = BKE_cryptomatte_hash(name, name_len);
entry->encoded_hash = BKE_cryptomatte_hash_to_float(hash);
}
}
if (entry != nullptr) {
BLI_addtail(&node_storage->entries, entry);
}
}
}
static std::string cryptomatte_determine_name(const ViewLayer *view_layer,
const blender::StringRefNull cryptomatte_layer_name)
{
std::stringstream stream;
const size_t view_layer_name_len = BLI_strnlen(view_layer->name, sizeof(view_layer->name));
stream << std::string(view_layer->name, view_layer_name_len) << "." << cryptomatte_layer_name;
return stream.str();
}
static uint32_t cryptomatte_determine_identifier(const blender::StringRef name)
{
return BLI_hash_mm3(reinterpret_cast<const unsigned char *>(name.data()), name.size(), 0);
}
static void add_render_result_meta_data(RenderResult *render_result,
const blender::StringRef layer_name,
const blender::StringRefNull key_name,
const blender::StringRefNull value)
{
BKE_render_result_stamp_data(
render_result,
blender::bke::cryptomatte::BKE_cryptomatte_meta_data_key(layer_name, key_name).c_str(),
value.data());
}
void BKE_cryptomatte_store_metadata(const struct CryptomatteSession *session,
RenderResult *render_result,
const ViewLayer *view_layer)
{
for (const blender::Map<std::string, blender::bke::cryptomatte::CryptomatteLayer>::Item item :
session->layers.items()) {
const blender::StringRefNull layer_name(item.key);
const blender::bke::cryptomatte::CryptomatteLayer &layer = item.value;
const std::string manifest = layer.manifest();
const std::string name = cryptomatte_determine_name(view_layer, layer_name);
add_render_result_meta_data(render_result, name, "name", name);
add_render_result_meta_data(render_result, name, "hash", "MurmurHash3_32");
add_render_result_meta_data(render_result, name, "conversion", "uint32_to_float32");
add_render_result_meta_data(render_result, name, "manifest", manifest);
}
}
namespace blender::bke::cryptomatte {
namespace manifest {
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constexpr StringRef WHITESPACES = " \t\n\v\f\r";
static constexpr blender::StringRef skip_whitespaces_(blender::StringRef ref)
{
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size_t skip = ref.find_first_not_of(WHITESPACES);
2021-03-01 15:09:01 +01:00
if (skip == blender::StringRef::not_found) {
return ref;
}
2021-02-26 16:32:53 +01:00
return ref.drop_prefix(skip);
}
static constexpr int quoted_string_len_(blender::StringRef ref)
{
int len = 1;
bool skip_next = false;
while (len < ref.size()) {
char current_char = ref[len];
if (skip_next) {
skip_next = false;
}
else {
if (current_char == '\\') {
skip_next = true;
}
if (current_char == '\"') {
len += 1;
break;
}
}
len += 1;
}
return len;
}
static std::string unquote_(const blender::StringRef ref)
{
std::ostringstream stream;
for (char c : ref) {
if (c != '\\') {
stream << c;
}
}
return stream.str();
}
static bool from_manifest(CryptomatteLayer &layer, blender::StringRefNull manifest)
{
StringRef ref = manifest;
ref = skip_whitespaces_(ref);
if (ref.is_empty() || ref.front() != '{') {
return false;
}
ref = ref.drop_prefix(1);
while (!ref.is_empty()) {
char front = ref.front();
if (front == '\"') {
const int quoted_name_len = quoted_string_len_(ref);
const int name_len = quoted_name_len - 2;
std::string name = unquote_(ref.substr(1, name_len));
ref = ref.drop_prefix(quoted_name_len);
ref = skip_whitespaces_(ref);
if (ref.is_empty()) {
return false;
}
char colon = ref.front();
if (colon != ':') {
return false;
}
ref = ref.drop_prefix(1);
ref = skip_whitespaces_(ref);
if (ref.is_empty() || ref.front() != '\"') {
return false;
}
const int quoted_hash_len = quoted_string_len_(ref);
if (quoted_hash_len < 2) {
return false;
}
const int hash_len = quoted_hash_len - 2;
CryptomatteHash hash = CryptomatteHash::from_hex_encoded(ref.substr(1, hash_len));
ref = ref.drop_prefix(quoted_hash_len);
layer.add_hash(name, hash);
}
else if (front == ',') {
ref = ref.drop_prefix(1);
}
else if (front == '}') {
ref = ref.drop_prefix(1);
ref = skip_whitespaces_(ref);
break;
}
ref = skip_whitespaces_(ref);
}
if (!ref.is_empty()) {
return false;
}
return true;
}
static std::string to_manifest(const CryptomatteLayer *layer)
{
std::stringstream manifest;
bool is_first = true;
const blender::Map<std::string, CryptomatteHash> &const_map = layer->hashes;
manifest << "{";
for (blender::Map<std::string, CryptomatteHash>::Item item : const_map.items()) {
if (is_first) {
is_first = false;
}
else {
manifest << ",";
}
manifest << quoted(item.key) << ":\"" << (item.value.hex_encoded()) << "\"";
}
manifest << "}";
return manifest.str();
}
} // namespace manifest
/* Return the hash of the given cryptomatte layer name.
*
* The cryptomatte specification limits the hash to 7 characters.
* The 7 position limitation solves issues when using cryptomatte together with OpenEXR.
* The specification suggests to use the first 7 chars of the hashed layer_name.
*/
static std::string cryptomatte_layer_name_hash(const StringRef layer_name)
{
std::stringstream stream;
const uint32_t render_pass_identifier = cryptomatte_determine_identifier(layer_name);
stream << std::setfill('0') << std::setw(sizeof(uint32_t) * 2) << std::hex
<< render_pass_identifier;
return stream.str().substr(0, 7);
}
std::string BKE_cryptomatte_meta_data_key(const StringRef layer_name, const StringRefNull key_name)
{
return "cryptomatte/" + cryptomatte_layer_name_hash(layer_name) + "/" + key_name;
}
StringRef BKE_cryptomatte_extract_layer_name(const StringRef render_pass_name)
{
int64_t last_token = render_pass_name.size();
while (last_token > 0 && std::isdigit(render_pass_name[last_token - 1])) {
last_token -= 1;
}
return render_pass_name.substr(0, last_token);
}
CryptomatteHash::CryptomatteHash(uint32_t hash) : hash(hash)
{
}
CryptomatteHash::CryptomatteHash(const char *name, const int name_len)
{
hash = BLI_hash_mm3((const unsigned char *)name, name_len, 0);
}
CryptomatteHash CryptomatteHash::from_hex_encoded(blender::StringRef hex_encoded)
{
CryptomatteHash result(0);
std::istringstream(hex_encoded) >> std::hex >> result.hash;
return result;
}
std::string CryptomatteHash::hex_encoded() const
{
std::stringstream encoded;
encoded << std::setfill('0') << std::setw(sizeof(uint32_t) * 2) << std::hex << hash;
return encoded.str();
}
float CryptomatteHash::float_encoded() const
{
uint32_t mantissa = hash & ((1 << 23) - 1);
uint32_t exponent = (hash >> 23) & ((1 << 8) - 1);
exponent = MAX2(exponent, (uint32_t)1);
exponent = MIN2(exponent, (uint32_t)254);
exponent = exponent << 23;
uint32_t sign = (hash >> 31);
sign = sign << 31;
uint32_t float_bits = sign | exponent | mantissa;
float f;
memcpy(&f, &float_bits, sizeof(uint32_t));
return f;
}
std::unique_ptr<CryptomatteLayer> CryptomatteLayer::read_from_manifest(
blender::StringRefNull manifest)
{
std::unique_ptr<CryptomatteLayer> layer = std::make_unique<CryptomatteLayer>();
blender::bke::cryptomatte::manifest::from_manifest(*layer, manifest);
return layer;
}
uint32_t CryptomatteLayer::add_ID(const ID &id)
{
const char *name = &id.name[2];
const int name_len = BLI_strnlen(name, MAX_NAME - 2);
uint32_t cryptohash_int = BKE_cryptomatte_hash(name, name_len);
add_hash(blender::StringRef(name, name_len), cryptohash_int);
return cryptohash_int;
}
void CryptomatteLayer::add_hash(blender::StringRef name, CryptomatteHash cryptomatte_hash)
{
hashes.add_overwrite(name, cryptomatte_hash);
}
std::optional<std::string> CryptomatteLayer::operator[](float encoded_hash) const
{
const blender::Map<std::string, CryptomatteHash> &const_map = hashes;
for (blender::Map<std::string, CryptomatteHash>::Item item : const_map.items()) {
if (BKE_cryptomatte_hash_to_float(item.value.hash) == encoded_hash) {
return std::make_optional(item.key);
}
}
return std::nullopt;
}
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std::string CryptomatteLayer::manifest() const
{
return blender::bke::cryptomatte::manifest::to_manifest(this);
}
blender::StringRef CryptomatteStampDataCallbackData::extract_layer_hash(blender::StringRefNull key)
{
BLI_assert(key.startswith("cryptomatte/"));
size_t start_index = key.find_first_of('/');
size_t end_index = key.find_last_of('/');
if (start_index == blender::StringRef::not_found) {
return "";
}
if (end_index == blender::StringRef::not_found) {
return "";
}
if (end_index <= start_index) {
return "";
}
return key.substr(start_index + 1, end_index - start_index - 1);
}
void CryptomatteStampDataCallbackData::extract_layer_names(void *_data,
const char *propname,
char *propvalue,
int UNUSED(len))
{
CryptomatteStampDataCallbackData *data = static_cast<CryptomatteStampDataCallbackData *>(_data);
blender::StringRefNull key(propname);
if (!key.startswith("cryptomatte/")) {
return;
}
if (!key.endswith("/name")) {
return;
}
blender::StringRef layer_hash = extract_layer_hash(key);
data->hash_to_layer_name.add(layer_hash, propvalue);
}
void CryptomatteStampDataCallbackData::extract_layer_manifest(void *_data,
const char *propname,
char *propvalue,
int UNUSED(len))
{
CryptomatteStampDataCallbackData *data = static_cast<CryptomatteStampDataCallbackData *>(_data);
blender::StringRefNull key(propname);
if (!key.startswith("cryptomatte/")) {
return;
}
if (!key.endswith("/manifest")) {
return;
}
blender::StringRef layer_hash = extract_layer_hash(key);
if (!data->hash_to_layer_name.contains(layer_hash)) {
return;
}
blender::StringRef layer_name = data->hash_to_layer_name.lookup(layer_hash);
blender::bke::cryptomatte::CryptomatteLayer &layer = data->session->add_layer(layer_name);
blender::bke::cryptomatte::manifest::from_manifest(layer, propvalue);
}
Compositor: Redesign Cryptomatte node for better usability 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
2021-03-16 07:37:30 +01:00
const blender::Vector<std::string> &BKE_cryptomatte_layer_names_get(
const CryptomatteSession &session)
{
return session.layer_names;
}
} // namespace blender::bke::cryptomatte