Commit: 865204fef06b1f4e73a3ad82202fe8221d1efae5 Author: Omar Emara Date: Wed Aug 10 09:45:28 2022 +0200 Branches: master https://developer.blender.org/rB865204fef06b1f4e73a3ad82202fe8221d1efae5
Realtime Compositor: Add basic input nodes This patch implements the following nodes for the realtime compositor: - Image node. - Movie clip node. - Render layers node. - RGB node. - Scene time node. - Value node. Differential Revision: https://developer.blender.org/D15227 Reviewed By: Clement Foucault =================================================================== M source/blender/nodes/composite/nodes/node_composite_image.cc M source/blender/nodes/composite/nodes/node_composite_movieclip.cc M source/blender/nodes/composite/nodes/node_composite_rgb.cc M source/blender/nodes/composite/nodes/node_composite_scene_time.cc M source/blender/nodes/composite/nodes/node_composite_value.cc =================================================================== diff --git a/source/blender/nodes/composite/nodes/node_composite_image.cc b/source/blender/nodes/composite/nodes/node_composite_image.cc index d75aa575395..d8852e9333f 100644 --- a/source/blender/nodes/composite/nodes/node_composite_image.cc +++ b/source/blender/nodes/composite/nodes/node_composite_image.cc @@ -8,6 +8,7 @@ #include "node_composite_util.hh" #include "BLI_linklist.h" +#include "BLI_math_vec_types.hh" #include "BLI_utildefines.h" #include "BKE_context.h" @@ -17,6 +18,8 @@ #include "BKE_main.h" #include "BKE_scene.h" +#include "DEG_depsgraph_query.h" + #include "DNA_scene_types.h" #include "RE_engine.h" @@ -27,6 +30,12 @@ #include "UI_interface.h" #include "UI_resources.h" +#include "GPU_shader.h" +#include "GPU_texture.h" + +#include "COM_node_operation.hh" +#include "COM_utilities.hh" + /* **************** IMAGE (and RenderResult, multilayer image) ******************** */ static bNodeSocketTemplate cmp_node_rlayers_out[] = { @@ -433,6 +442,215 @@ static void node_composit_copy_image(bNodeTree *UNUSED(dest_ntree), } } +using namespace blender::realtime_compositor; + +class ImageOperation : public NodeOperation { + public: + using NodeOperation::NodeOperation; + + void execute() override + { + if (!is_valid()) { + allocate_invalid(); + return; + } + + update_image_frame_number(); + + for (const OutputSocketRef *output : node()->outputs()) { + compute_output(output->identifier()); + } + } + + /* Returns true if the node results can be computed, otherwise, returns false. */ + bool is_valid() + { + Image *image = get_image(); + ImageUser *image_user = get_image_user(); + if (!image || !image_user) { + return false; + } + + if (BKE_image_is_multilayer(image)) { + if (!image->rr) { + return false; + } + + RenderLayer *render_layer = get_render_layer(); + if (!render_layer) { + return false; + } + } + + return true; + } + + /* Allocate all needed outputs as invalid. This should be called when is_valid returns false. */ + void allocate_invalid() + { + for (const OutputSocketRef *output : node()->outputs()) { + if (!should_compute_output(output->identifier())) { + continue; + } + + Result &result = get_result(output->identifier()); + result.allocate_invalid(); + } + } + + /* Compute the effective frame number of the image if it was animated and invalidate the cached + * GPU texture if the computed frame number is different. */ + void update_image_frame_number() + { + BKE_image_user_frame_calc(get_image(), get_image_user(), context().get_frame_number()); + } + + void compute_output(StringRef identifier) + { + if (!should_compute_output(identifier)) { + return; + } + + ImageUser image_user = compute_image_user_for_output(identifier); + GPUTexture *image_texture = BKE_image_get_gpu_texture(get_image(), &image_user, nullptr); + + const int2 size = int2(GPU_texture_width(image_texture), GPU_texture_height(image_texture)); + Result &result = get_result(identifier); + result.allocate_texture(Domain(size)); + + GPUShader *shader = shader_manager().get(get_shader_name(identifier)); + GPU_shader_bind(shader); + + const int input_unit = GPU_shader_get_texture_binding(shader, "input_tx"); + GPU_texture_bind(image_texture, input_unit); + + result.bind_as_image(shader, "output_img"); + + compute_dispatch_threads_at_least(shader, size); + + GPU_shader_unbind(); + GPU_texture_unbind(image_texture); + result.unbind_as_image(); + } + + /* Get a copy of the image user that is appropriate to retrieve the image buffer for the output + * with the given identifier. This essentially sets the appropriate pass and view indices that + * corresponds to the output. */ + ImageUser compute_image_user_for_output(StringRef identifier) + { + ImageUser image_user = *get_image_user(); + + /* Set the needed view. */ + image_user.view = get_view_index(); + + /* Set the needed pass. */ + if (BKE_image_is_multilayer(get_image())) { + image_user.pass = get_pass_index(get_pass_name(identifier)); + BKE_image_multilayer_index(get_image()->rr, &image_user); + } + else { + BKE_image_multiview_index(get_image(), &image_user); + } + + return image_user; + } + + /* Get the shader that should be used to compute the output with the given identifier. The + * shaders just copy the retrieved image textures into the results except for the alpha output, + * which extracts the alpha and writes it to the result instead. Note that a call to a host + * texture copy doesn't work because results are stored in a different half float formats. */ + const char *get_shader_name(StringRef identifier) + { + if (identifier == "Alpha") { + return "compositor_extract_alpha_from_color"; + } + else if (get_result(identifier).type() == ResultType::Color) { + return "compositor_convert_color_to_half_color"; + } + else { + return "compositor_convert_float_to_half_float"; + } + } + + Image *get_image() + { + return (Image *)bnode().id; + } + + ImageUser *get_image_user() + { + return static_cast<ImageUser *>(bnode().storage); + } + + /* Get the render layer selected in the node assuming the image is a multilayer image. */ + RenderLayer *get_render_layer() + { + const ListBase *layers = &get_image()->rr->layers; + return static_cast<RenderLayer *>(BLI_findlink(layers, get_image_user()->layer)); + } + + /* Get the name of the pass corresponding to the output with the given identifier assuming the + * image is a multilayer image. */ + const char *get_pass_name(StringRef identifier) + { + DOutputSocket output = node().output_by_identifier(identifier); + return static_cast<NodeImageLayer *>(output->bsocket()->storage)->pass_name; + } + + /* Get the index of the pass with the given name in the selected render layer's passes list + * assuming the image is a multilayer image. */ + int get_pass_index(const char *name) + { + return BLI_findstringindex(&get_render_layer()->passes, name, offsetof(RenderPass, name)); + } + + /* Get the index of the view selected in the node. If the image is not a multi-view image or only + * has a single view, then zero is returned. Otherwise, if the image is a multi-view image, the + * index of the selected view is returned. However, note that the value of the view member of the + * image user is not the actual index of the view. More specifically, the index 0 is reserved to + * denote the special mode of operation "All", which dynamically selects the view whose name + * matches the view currently being rendered. It follows that the views are then indexed starting + * from 1. So for non zero view values, the actual index of the view is the value of the view + * member of the image user minus 1. */ + int get_view_index() + { + /* The image is not a multi-view image, so just return zero. */ + if (!BKE_image_is_multiview(get_image())) { + return 0; + } + + const ListBase *views = &get_image()->rr->views; + /* There is only one view and its index is 0. */ + if (BLI_listbase_count_at_most(views, 2) < 2) { + return 0; + } + + const int view = get_image_user()->view; + /* The view is not zero, which means it is manually specified and the actual index is then the + * view value minus 1. */ + if (view != 0) { + return view - 1; + } + + /* Otherwise, the view value is zero, denoting the special mode of operation "All", which finds + * the index of the view whose name matches the view currently being rendered. */ + const char *view_name = context().get_view_name().data(); + const int matched_view = BLI_findstringindex(views, view_name, offsetof(RenderView, name)); + + /* No view matches the view currently being rendered, so fallback to the first view. */ + if (matched_view == -1) { + return 0; + } + + return matched_view; + } +}; + +static NodeOperation *get_compositor_operation(Context &context, DNode node) +{ + return new ImageOperation(context, node); +} + } // namespace blender::nodes::node_composite_image_cc void register_node_type_cmp_image() @@ -446,6 +664,7 @@ void register_node_type_cmp_image() node_type_storage( &ntype, "ImageUser", file_ns::node_composit_free_image, file_ns::node_composit_copy_image); node_type_update(&ntype, file_ns::cmp_node_image_update); + ntype.get_compositor_operation = file_ns::get_compositor_operation; ntype.labelfunc = node_image_label; ntype.flag |= NODE_PREVIEW; @@ -469,7 +688,7 @@ const char *node_cmp_rlayers_sock_to_pass(int sock_index) return (STREQ(name, "Alpha")) ? RE_PASSNAME_COMBINED : name; } -namespace blender::nodes::node_composite_image_cc { +namespace blender::nodes::node_composite_render_layer_cc { static void node_composit_init_rlayers(const bContext *C, PointerRNA *ptr) { @@ -595,11 +814,60 @@ static void node_composit_buts_viewlayers(uiLayout *layout, bContext *C, Pointer RNA_string_set(&op_ptr, "scene", scene_name); } -} // namespace blender::nodes::node_composite_image_cc +using namespace blender::realtime_compositor; + +class RenderLayerOperation : public NodeOperation { + public: + using NodeOperation::NodeOperation; + + void execute() override + { + const int view_layer = bnode().custom1; + GPUTexture *pass_texture = context().get_input_texture(view_layer, SCE_PASS_COMBINED); + const int2 size = int2(GPU_texture_width(pass_texture), GPU_texture_height(pass_texture)); + + /* Compute image output. */ + Result &image_result = get_result("Image"); + image_result.allocate_texture(Domain(size)); + GPU_texture_copy(image_result.texture(), pass_texture); + + /* Compute alpha output. */ + Result &alpha_result = get_result("Alpha"); + alpha_result.allocate_texture(Domain(size)); + + GPUShader *shader = shader_manager().get("compositor_extract_alpha_from_color"); + GPU_shader_bind(shader); + + const int input_unit = GPU_shader_get_texture_binding(shader, "input_tx"); + GPU_texture_bind(pass_texture, input_ @@ Diff output truncated at 10240 characters. @@ _______________________________________________ Bf-blender-cvs mailing list Bf-blender-cvs@blender.org List details, subscription details or unsubscribe: https://lists.blender.org/mailman/listinfo/bf-blender-cvs