Beispiel #1
0
    /**
     * This function assumes that the old colours are passed as 8bit and new colours are passed in float32 with range (0-1)
     * In our case: the buffer has HDR with float32 but we use 8bit png values to compare because it helps avoid
     * floating point errors
     *
     * PARAM: Octane Pixel Buffer,
     *        number of channels of image in pixel buffer,
     *        old colours are to be changed for
     *        new colours (e.g. all 1.0, 1.0, 1.0 for 0.0, 0.0, 0.0)
     *
     * RETR: Unity Texture2D (can be encoded as png to be saved as bytes)
     */
    public static Texture2D CorrectColoursOnPixelBuffer(Octane.Renderer.PixelBuffer pb, int channels, Color[] oldColours, Color[] newColours, bool verbose = false)
    {
        if (pb == null)
        {
            throw new System.ArgumentNullException("Pixel Buffer is null. Render pass might not have been found", "pb");
        }


        IntPtr    pixels         = pb.Pixels;
        Texture2D tex            = new Texture2D((int)pb.ResX, (int)pb.ResY);
        int       counter        = 0;
        int       minColourIndex = System.Math.Min(oldColours.Length, newColours.Length);

        if (verbose)
        {
            Debug.Log(String.Format("Pixel Buffer Info -> Sizes: {0}, {1}. Format: {2}", pb.ResX, pb.ResY, pb.OctaneImageFormat));
        }
        unsafe
        {
            for (int i = 0; i < pb.ResY; i++)
            {
                float *pI = (float *)pixels.ToPointer() + i * pb.ResX * channels; //pointer to start of row
                for (int j = 0; j < pb.ResX; j++)
                {
                    for (int k = 0; k < minColourIndex; k++)
                    {
                        // We don't care about the old alpha
                        if ((int)(255 * pI[j * channels + 0]) == (int)(255 * oldColours[k].r) &&
                            (int)(255 * pI[j * channels + 1]) == (int)(255 * oldColours[k].g) &&
                            (int)(255 * pI[j * channels + 2]) == (int)(255 * oldColours[k].b))
                        {
                            counter++;
                            tex.SetPixel(j, i, newColours[k]);
                        }
                        else
                        {
                            tex.SetPixel(j, i, new Color(pI[j * channels + 0], pI[j * channels + 1], pI[j * channels + 2], pI[j * channels + 3]));
                        }
                    }
                }
            }
        }
        if (verbose)
        {
            Debug.Log(String.Format("{0} pixels changed", counter));
        }
        return(tex);
    }
Beispiel #2
0
    static void Correct_colours()
    {
        Octane.Renderer.PixelBuffer pb = Octane.Renderer.GetPixels(Octane.RenderPassId.RENDER_PASS_RENDER_LAYER_ID);
        if (pb == null)
        {
            throw new System.ArgumentNullException("No Render Layer ID render pass found", "pb");
        }

        string sd_path  = Application.dataPath;
        string savepath = "E:\\Dan\\Projects";


        // This method reads the given pixel buffer to copy it into a Texture2D with the correct format
        // (in our case PNG8 for the old colours and float32 for the new ones) and returns the texture


        Color[]   oldC = { new Color((float)186 / 255.0f, 0.0f, 0.0f, 1.0f) };
        Color[]   newC = { new Color((float)142 / 255.0f, 0.0f, 0.0f, 1.0f) };
        Texture2D tex  = CorrectColoursOnPixelBuffer(pb, 4, oldC, newC);

        File.WriteAllBytes(savepath + "\\corrected.png", tex.EncodeToPNG());
    }
Beispiel #3
0
    // Update is called once per frame
    void Update()
    {
        float t_since_start = (float)(Math.Round((double)Time.time - start_time, 3));

        // Custom state machine to handle which image is being rendered for the composition,
        //  whether the models are loaded, which mode is on, which is the current iteration
        if (restarted)
        {
            if (i_img < imgCount)
            {
                target = sd_path + paramList[i_img].imgName + ".json";
                Debug.Log(m_standby);

                if (m_standby < 3)
                {
                    if (m_standby < 1)
                    {
                        Debug.Log("Setting first scene");
                        setScene();
                        m_standby++;
                    }
                    else if (m_standby == 1)
                    {
                        m_standby++;
                        StartCoroutine(OpenTheGates(m_waittime));
                    }
                }
                else
                {
                    if (FinishedRendering())
                    {
                        if (AllClear())
                        {
                            string fullPath = outputPath + "/" + paramList[i_img].imgName + "_" + m_currStage + ".exr";
                            Debug.Log(String.Format("{0}/{1} - Name: {2} - Saving: {3}\nFull Path: {4}", i_img + 1, imgCount, paramList[i_img].imgName, m_currStage, fullPath));

                            if (m_currStage == "alpha")
                            {
                                string semanticPath = outputPath + "/" + paramList[i_img].imgName + "_semantic.png";
                                Debug.Log(String.Format("{0}/{1} - Name: {2} - Saving: {3}\nFull Path: {4}", i_img + 1, imgCount, paramList[i_img].imgName, "semantic", semanticPath));

                                Octane.Renderer.PixelBuffer pb = Octane.Renderer.GetPixels(Octane.RenderPassId.RENDER_PASS_RENDER_LAYER_ID);
                                if (pb == null)
                                {
                                    throw new System.ArgumentNullException("No Render Layer ID render pass found", "pb");
                                }
                                Color[]   oldC = SemanticTools.GetOldColoursByObj(paramList[i_img].obj);
                                Color[]   newC = SemanticTools.GetNewColoursByObj(paramList[i_img].obj);
                                Texture2D tex  = CorrectColoursOnPixelBuffer(pb, 4, oldC, newC);
                                File.WriteAllBytes(semanticPath, tex.EncodeToPNG());
                            }

                            Octane.Renderer.SaveImage(Octane.RenderPassId.RENDER_PASS_BEAUTY,
                                                      fullPath,
                                                      Octane.ImageSaveType.IMAGE_SAVE_TYPE_EXR16,
                                                      true);


                            switch (m_currStage)
                            {
                            case "irpv":
                                m_currStage = "ir";
                                setIR();
                                break;

                            case "ir":
                                m_currStage = "irpv";
                                setIRPV();
                                i_img++;
                                if (i_img < imgCount)
                                {
                                    m_obj = FindInCOArrayByName(paramList[i_img].objName);
                                    setScene();     // Crashed here due to this being right after i++
                                }
                                break;

                            case "alpha":
                                setAlpha();
                                i_img++;
                                if (i_img < imgCount)
                                {
                                    m_obj = FindInCOArrayByName(paramList[i_img].objName);
                                    setScene();
                                }
                                break;

                            default:
                                throw new System.ArgumentException("Stage not recognised", "m_currStage");
                            }

                            if (i_img < imgCount)
                            {
                                restarted  = false;
                                m_waittime = 5;
                                reset      = false;
                            }
                        }
                        else
                        {
                            ResetStage();
                        }
                    }
                }
            }
            else
            {
                float rounded_timedelta = (float)(Math.Round((double)Time.time - start_time, 3));

                Debug.Log(String.Format("Finished rendering!\nTime elapsed: {0}s", rounded_timedelta));

                if (composeOnFinish)
                {
                    RunSynthetizenBatch();
                }

                Application.Quit(); // Doesn't quit in Editor mode, but I left it just in case
                UnityEditor.EditorApplication.isPlaying = false;
            }
        }
        else
        {
            restarted = Octane.Renderer.SampleCount < m_MaxSamplesPerPixel; // 128;
            if (!restarted && !reset)
            {
                setScene();
                Octane.Renderer.Restart();
                m_standby = 1;
                reset     = true;
            }
            Debug.Log(String.Format("Restarted: {0}", restarted));
            Debug.Log(String.Format("Reset: {0}", reset));
        }
    }