/* SPDX-FileCopyrightText: 2011-2022 Blender Foundation * * SPDX-License-Identifier: Apache-2.0 */ #include "scene/pointcloud.h" #include "scene/attribute.h" #include "scene/scene.h" #include "util/hash.h" #include "blender/attribute_convert.h" #include "blender/sync.h" #include "blender/util.h" #include "DNA_pointcloud_types.h" #include "BKE_attribute.hh" #include "BKE_attribute_math.hh" CCL_NAMESPACE_BEGIN static void attr_create_motion_from_velocity(PointCloud *pointcloud, const blender::Span b_attribute, const float motion_scale) { const int num_points = pointcloud->get_points().size(); /* Override motion steps to fixed number. */ pointcloud->set_motion_steps(3); /* Find or add attribute */ float3 *P = pointcloud->get_points().data(); float *radius = pointcloud->get_radius().data(); Attribute *attr_mP = pointcloud->attributes.find(ATTR_STD_MOTION_VERTEX_POSITION); if (!attr_mP) { attr_mP = pointcloud->attributes.add(ATTR_STD_MOTION_VERTEX_POSITION); } /* Only export previous and next frame, we don't have any in between data. */ const float motion_times[2] = {-1.0f, 1.0f}; for (int step = 0; step < 2; step++) { const float relative_time = motion_times[step] * 0.5f * motion_scale; float4 *mP = attr_mP->data_float4() + step * num_points; for (int i = 0; i < num_points; i++) { const float3 Pi = P[i] + make_float3(b_attribute[i][0], b_attribute[i][1], b_attribute[i][2]) * relative_time; mP[i] = make_float4(Pi, radius[i]); } } } static void copy_attributes(PointCloud *pointcloud, const ::PointCloud &b_pointcloud, const bool need_motion, const float motion_scale) { const blender::bke::AttributeAccessor b_attributes = b_pointcloud.attributes(); if (b_attributes.domain_size(blender::bke::AttrDomain::Point) == 0) { return; } AttributeSet &attributes = pointcloud->attributes; static const ustring u_velocity("velocity"); b_attributes.foreach_attribute([&](const blender::bke::AttributeIter &iter) { const ustring name{std::string_view(iter.name)}; if (need_motion && name == u_velocity) { const blender::VArraySpan b_attr = *iter.get(); attr_create_motion_from_velocity(pointcloud, b_attr, motion_scale); } if (attributes.find(name)) { return; } const blender::bke::GAttributeReader b_attr = iter.get(); blender::bke::attribute_math::convert_to_static_type(b_attr.varray.type(), [&](auto dummy) { using BlenderT = decltype(dummy); using Converter = typename ccl::AttributeConverter; using CyclesT = typename Converter::CyclesT; if constexpr (!std::is_void_v) { Attribute *attr = attributes.add(name, Converter::type_desc, ATTR_ELEMENT_VERTEX); CyclesT *data = reinterpret_cast(attr->data()); const blender::VArraySpan src = b_attr.varray.typed(); for (const int i : src.index_range()) { data[i] = Converter::convert(src[i]); } } }); }); } static void export_pointcloud(Scene *scene, PointCloud *pointcloud, const ::PointCloud &b_pointcloud, const bool need_motion, const float motion_scale) { const blender::Span b_positions = b_pointcloud.positions(); const blender::VArraySpan b_radius = *b_pointcloud.attributes().lookup( "radius", blender::bke::AttrDomain::Point); pointcloud->resize(b_positions.size()); float3 *points = pointcloud->get_points().data(); for (const int i : b_positions.index_range()) { points[i] = make_float3(b_positions[i][0], b_positions[i][1], b_positions[i][2]); } float *radius = pointcloud->get_radius().data(); if (!b_radius.is_empty()) { std::copy(b_radius.data(), b_radius.data() + b_positions.size(), radius); } else { std::fill(radius, radius + b_positions.size(), 0.01f); } int *shader = pointcloud->get_shader().data(); std::fill(shader, shader + b_positions.size(), 0); if (pointcloud->need_attribute(scene, ATTR_STD_POINT_RANDOM)) { Attribute *attr_random = pointcloud->attributes.add(ATTR_STD_POINT_RANDOM); float *data = attr_random->data_float(); for (const int i : b_positions.index_range()) { data[i] = hash_uint2_to_float(i, 0); } } copy_attributes(pointcloud, b_pointcloud, need_motion, motion_scale); } static void export_pointcloud_motion(PointCloud *pointcloud, const ::PointCloud &b_pointcloud, const int motion_step) { /* Find or add attribute. */ Attribute *attr_mP = pointcloud->attributes.find(ATTR_STD_MOTION_VERTEX_POSITION); bool new_attribute = false; if (!attr_mP) { attr_mP = pointcloud->attributes.add(ATTR_STD_MOTION_VERTEX_POSITION); new_attribute = true; } const int num_points = pointcloud->num_points(); /* Point cloud attributes are stored as float4 with the radius in the w element. * This is explicit now as float3 is no longer interchangeable with float4 as it * is packed now. */ float4 *mP = attr_mP->data_float4() + motion_step * num_points; bool have_motion = false; const array &pointcloud_points = pointcloud->get_points(); const blender::Span b_positions = b_pointcloud.positions(); const blender::VArraySpan b_radius = *b_pointcloud.attributes().lookup( "radius", blender::bke::AttrDomain::Point); for (int i = 0; i < std::min(num_points, b_positions.size()); i++) { const float3 P = make_float3(b_positions[i][0], b_positions[i][1], b_positions[i][2]); const float radius = b_radius.is_empty() ? 0.01f : b_radius[i]; mP[i] = make_float4(P, radius); have_motion = have_motion || (P != pointcloud_points[i]); } /* In case of new attribute, we verify if there really was any motion. */ if (new_attribute) { if (b_positions.size() != num_points || !have_motion) { pointcloud->attributes.remove(ATTR_STD_MOTION_VERTEX_POSITION); } else if (motion_step > 0) { /* Motion, fill up previous steps that we might have skipped because * they had no motion, but we need them anyway now. */ for (int step = 0; step < motion_step; step++) { pointcloud->copy_center_to_motion_step(step); } } } /* Export attributes */ copy_attributes(pointcloud, b_pointcloud, false, 0.0f); } void BlenderSync::sync_pointcloud(PointCloud *pointcloud, BObjectInfo &b_ob_info) { const size_t old_numpoints = pointcloud->num_points(); array used_shaders = pointcloud->get_used_shaders(); PointCloud new_pointcloud; new_pointcloud.set_used_shaders(used_shaders); /* TODO: add option to filter out points in the view layer. */ const BL::PointCloud b_pointcloud(b_ob_info.object_data); /* Motion blur attribute is relative to seconds, we need it relative to frames. */ const bool need_motion = object_need_motion_attribute(b_ob_info, scene); const float motion_scale = (need_motion) ? scene->motion_shutter_time() / (b_scene.render().fps() / b_scene.render().fps_base()) : 0.0f; export_pointcloud(scene, &new_pointcloud, *static_cast(b_pointcloud.ptr.data), need_motion, motion_scale); pointcloud->clear_non_sockets(); /* Update original sockets. */ for (const SocketType &socket : new_pointcloud.type->inputs) { /* Those sockets are updated in sync_object, so do not modify them. */ if (socket.name == "use_motion_blur" || socket.name == "used_shaders") { continue; } pointcloud->set_value(socket, new_pointcloud, socket); } pointcloud->attributes.update(std::move(new_pointcloud.attributes)); /* Tag update. */ const bool rebuild = (pointcloud && old_numpoints != pointcloud->num_points()); pointcloud->tag_update(scene, rebuild); } void BlenderSync::sync_pointcloud_motion(PointCloud *pointcloud, BObjectInfo &b_ob_info, const int motion_step) { /* Skip if nothing exported. */ if (pointcloud->num_points() == 0) { return; } /* Export deformed coordinates. */ if (ccl::BKE_object_is_deform_modified(b_ob_info, b_scene, preview)) { /* PointCloud object. */ const BL::PointCloud b_pointcloud(b_ob_info.object_data); export_pointcloud_motion( pointcloud, *static_cast(b_pointcloud.ptr.data), motion_step); } else { /* No deformation on this frame, copy coordinates if other frames did have it. */ pointcloud->copy_center_to_motion_step(motion_step); } } CCL_NAMESPACE_END