This add support for rendering of the point cloud object in Blender, as a native geometry type in Cycles that is more memory and time efficient than instancing sphere meshes. This can be useful for rendering sand, water splashes, particles, motion graphics, etc. Points are currently always rendered as spheres, with backface culling. More shapes are likely to be added later, but this is the most important one and can be customized with shaders. For CPU rendering the Embree primitive is used, for GPU there is our own intersection code. Motion blur is suppored. Volumes inside points are not currently supported. Implemented with help from: * Kévin Dietrich: Alembic procedural integration * Patrick Mourse: OptiX integration * Josh Whelchel: update for cycles-x changes Ref T92573 Differential Revision: https://developer.blender.org/D9887
115 lines
3.0 KiB
C++
115 lines
3.0 KiB
C++
/*
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* Copyright 2011-2020 Blender Foundation
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*
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* Licensed under the Apache License, Version 2.0 (the "License");
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* you may not use this file except in compliance with the License.
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* You may obtain a copy of the License at
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*
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* http://www.apache.org/licenses/LICENSE-2.0
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*
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* Unless required by applicable law or agreed to in writing, software
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* distributed under the License is distributed on an "AS IS" BASIS,
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* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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* See the License for the specific language governing permissions and
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* limitations under the License.
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*/
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#pragma once
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#ifndef __POINTCLOUD_H__
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# define __POINTCLOUD_H__
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# include "scene/geometry.h"
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CCL_NAMESPACE_BEGIN
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class PointCloud : public Geometry {
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public:
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NODE_DECLARE
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/* PointCloud Point */
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struct Point {
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int index;
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void bounds_grow(const float3 *points, const float *radius, BoundBox &bounds) const;
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void bounds_grow(const float3 *points,
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const float *radius,
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const Transform &aligned_space,
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BoundBox &bounds) const;
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void bounds_grow(const float4 &point, BoundBox &bounds) const;
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float4 motion_key(const float3 *points,
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const float *radius,
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const float3 *point_steps,
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size_t num_points,
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size_t num_steps,
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float time,
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size_t p) const;
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float4 point_for_step(const float3 *points,
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const float *radius,
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const float3 *point_steps,
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size_t num_points,
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size_t num_steps,
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size_t step,
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size_t p) const;
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};
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NODE_SOCKET_API_ARRAY(array<float3>, points)
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NODE_SOCKET_API_ARRAY(array<float>, radius)
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NODE_SOCKET_API_ARRAY(array<int>, shader)
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/* Constructor/Destructor */
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PointCloud();
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~PointCloud();
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/* Geometry */
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void clear(const bool preserver_shaders = false) override;
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void resize(int numpoints);
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void reserve(int numpoints);
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void add_point(float3 loc, float radius, int shader = 0);
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void copy_center_to_motion_step(const int motion_step);
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void compute_bounds() override;
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void apply_transform(const Transform &tfm, const bool apply_to_motion) override;
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/* Points */
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Point get_point(int i) const
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{
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Point point = {i};
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return point;
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}
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size_t num_points() const
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{
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return points.size();
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}
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size_t num_attributes() const
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{
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return 1;
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}
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/* UDIM */
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void get_uv_tiles(ustring map, unordered_set<int> &tiles) override;
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PrimitiveType primitive_type() const override;
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/* BVH */
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void pack(Scene *scene, float4 *packed_points, uint *packed_shader);
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private:
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friend class BVH2;
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friend class BVHBuild;
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friend class BVHSpatialSplit;
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friend class DiagSplit;
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friend class EdgeDice;
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friend class GeometryManager;
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friend class ObjectManager;
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};
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CCL_NAMESPACE_END
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#endif /* __POINTCLOUD_H__ */
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