Add new functionality for image rectification and depth metadata handling

- Implemented a preview tool for rectifying images with interactive aspect controls in `preview.py`.
- Added tests for depth metadata loading to ensure consistent schema usage in `test_depth_metadata.py`.
- Developed comprehensive tests for cutout calibration processes in `test_cutout_calibration.py`, including stability checks and depth calibration.
- Created tests for frame compositing operations in `test_frame_compositing.py`, ensuring correct handling of depth and transparency.
- Introduced material slot inheritance functionality in `material_slots.py` to manage geometry material assignments.
- Built shared shader nodes for material processing in `shader.py`, including roughness and bump mapping setups.
This commit is contained in:
2026-09-12 19:20:06 +08:00
parent e8268504c2
commit 938d95db0f
175 changed files with 3812 additions and 6864 deletions

View File

@@ -29,6 +29,7 @@ def build_image_depth_plane_group(image_plane_group):
geometry = _interface_socket(group, "Geometry", "INPUT", "NodeSocketGeometry")
geometry.structure_type = "SINGLE"
subdivide = _interface_socket(group, "Subdivide", "INPUT", "NodeSocketInt")
subdivide.description = "Increase mesh density to represent finer shapes. Higher levels create more vertices and require more processing time."
subdivide.default_value = 6
subdivide.min_value = 0
subdivide.max_value = 10
@@ -36,23 +37,27 @@ def build_image_depth_plane_group(image_plane_group):
thickness.default_value = 0.0
thickness.min_value = 0.0
thickness.subtype = "DISTANCE"
thickness.description = "Inward shell distance"
thickness.description = "Add shell thickness inward from the depth surface. Zero keeps a single surface."
depth_scale = _interface_socket(group, "Depth Scale", "INPUT", "NodeSocketFloat")
depth_scale.default_value = 1.0
depth_scale.min_value = 0.0
float_input(group, "Split Threshold", 0.1, maximum=1, subtype="FACTOR")
float_input(group, "Depth Split", 0.1, maximum=1, subtype="FACTOR").description = "Split the mesh where depth changes abruptly. Higher values detect smaller depth jumps. Zero disables splitting."
iterations = _interface_socket(group, "Smooth", "INPUT", "NodeSocketInt")
iterations.description = "Set the number of mesh smoothing passes. Higher values smooth the surface more but may soften details. Zero disables smoothing."
iterations.default_value = 0
iterations.min_value, iterations.max_value = 0, 20
valid_only = _interface_socket(group, "Valid Only", "INPUT", "NodeSocketBool")
valid_only = _interface_socket(group, "Depth Mask", "INPUT", "NodeSocketBool")
valid_only.description = "Remove mesh areas marked invalid by the depth mask."
valid_only.default_value = True
group.interface.move(valid_only, iterations.position)
options = group.interface.new_panel(name="Options", default_closed=True)
float_input(group, "Smooth Weight", 1.0, maximum=1, subtype="FACTOR", parent=options)
float_input(group, "Smooth Weight", 1.0, maximum=1, subtype="FACTOR", parent=options).description = "Control the strength of each mesh smoothing pass. Higher values move vertices more."
float_input(group, "Reference Depth", 1.0, subtype="DISTANCE", parent=options)
boundary_smooth = _interface_socket(group, "Boundary Smooth", "INPUT", "NodeSocketInt", parent=options)
boundary_smooth.default_value, boundary_smooth.min_value, boundary_smooth.max_value = 2, 0, 20
boundary_smooth.description = "Smooth boundary depth and cut-edge geometry while preserving the original image border"
validity_threshold = _interface_socket(group, "Validity Threshold", "INPUT", "NodeSocketFloat", parent=options)
boundary_smooth.description = "Smooth depth and geometry near cut edges while preserving the original image border. Zero disables boundary smoothing."
validity_threshold = _interface_socket(group, "Mask Threshold", "INPUT", "NodeSocketFloat", parent=options)
validity_threshold.description = "Set the minimum depth mask value treated as valid. Higher values exclude more partially valid boundary areas."
validity_threshold.default_value = 0.9
validity_threshold.min_value, validity_threshold.max_value = 0.0, 1.0
validity_threshold.subtype = "FACTOR"
@@ -93,13 +98,13 @@ def build_image_depth_plane_group(image_plane_group):
texture.interpolation, texture.extension = "Linear", "EXTEND"
links.new(uv.outputs["Attribute"], texture.inputs["Vector"])
links.new(texture_input.outputs["Depth Image"], texture.inputs["Image"])
threshold_input = _group_input(nodes, {"Validity Threshold"})
threshold_input = _group_input(nodes, {"Mask Threshold"})
channels = nodes.new("FunctionNodeSeparateColor")
channels.mode = "RGB"
links.new(texture.outputs["Color"], channels.inputs["Color"])
invalid = nodes.new("FunctionNodeCompare")
invalid.data_type, invalid.operation = "FLOAT", "LESS_THAN"
links.new(threshold_input.outputs["Validity Threshold"], invalid.inputs["B"])
links.new(threshold_input.outputs["Mask Threshold"], invalid.inputs["B"])
links.new(channels.outputs["Alpha"], invalid.inputs["A"])
# Image Plane's normalized UV rectangle retains its original outline after cuts.
uv_axes = nodes.new("ShaderNodeSeparateXYZ")
@@ -110,28 +115,28 @@ def build_image_depth_plane_group(image_plane_group):
original_boundary = evaluate_field(group, _math(group, "LESS_THAN", margin, 1e-6), "BOOLEAN", "POINT")
protected = plane.outputs["Geometry"]
culled = delete_invalid_points(group, protected, invalid.outputs["Result"])
cull_controls = _group_input(nodes, {"Valid Only"})
cull_controls = _group_input(nodes, {"Depth Mask"})
cull = nodes.new("GeometryNodeSwitch")
cull.input_type = "GEOMETRY"
links.new(cull_controls.outputs["Valid Only"], cull.inputs["Switch"])
links.new(cull_controls.outputs["Depth Mask"], cull.inputs["Switch"])
links.new(culled, cull.inputs["True"])
links.new(protected, cull.inputs["False"])
split_input = _group_input(nodes, {"Split Threshold"})
split_input = _group_input(nodes, {"Depth Split"})
reference_input = _group_input(nodes, {"Reference Depth"})
geometry, corner_camera, cut_vertex = split_depth_surface(
group, cull.outputs["Output"], sample_face_camera(group, texture_input.outputs["Depth Image"]),
split_input.outputs["Split Threshold"], reference_input.outputs["Reference Depth"],
split_input.outputs["Depth Split"], reference_input.outputs["Reference Depth"],
)
camera = build_surface_camera(
group, texture.outputs["Color"], corner_camera, cut_vertex,
split_input.outputs["Split Threshold"],
split_input.outputs["Depth Split"],
)
depth_input = _group_input(nodes, {"Reference Depth", "Depth Scale"})
camera = smooth_boundary_camera(group, camera, original_boundary)
surface = project_depth_surface(
group, geometry, camera,
scale_input.outputs["Uniform Scale"], depth_input.outputs["Reference Depth"],
depth_input.outputs["Depth Scale"], split_input.outputs["Split Threshold"],
depth_input.outputs["Depth Scale"], split_input.outputs["Depth Split"],
)
surface = smooth_cut_boundary(group, surface, original_boundary)
shell_input = _group_input(nodes, {"Thickness"})