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test/intern/cycles/blender/pointcloud.cpp

253 lines
9.0 KiB
C++

/* 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<blender::float3> 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. */
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++) {
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<blender::float3>();
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<BlenderT>;
using CyclesT = typename Converter::CyclesT;
if constexpr (!std::is_void_v<CyclesT>) {
Attribute *attr = attributes.add(name, Converter::type_desc, ATTR_ELEMENT_VERTEX);
CyclesT *data = reinterpret_cast<CyclesT *>(attr->data());
const blender::VArraySpan src = b_attr.varray.typed<BlenderT>();
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<blender::float3> b_positions = b_pointcloud.positions();
const blender::VArraySpan b_radius = *b_pointcloud.attributes().lookup<float>(
"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,
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<float3> &pointcloud_points = pointcloud->get_points();
const blender::Span<blender::float3> b_positions = b_pointcloud.positions();
const blender::VArraySpan b_radius = *b_pointcloud.attributes().lookup<float>(
"radius", blender::bke::AttrDomain::Point);
for (int i = 0; i < std::min<int>(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)
{
size_t old_numpoints = pointcloud->num_points();
array<Node *> 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. */
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<const ::PointCloud *>(b_pointcloud.ptr.data),
need_motion,
motion_scale);
/* 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 == "motion_steps" ||
socket.name == "used_shaders")
{
continue;
}
pointcloud->set_value(socket, new_pointcloud, socket);
}
pointcloud->attributes.clear();
for (Attribute &attr : new_pointcloud.attributes.attributes) {
pointcloud->attributes.attributes.push_back(std::move(attr));
}
/* 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,
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. */
BL::PointCloud b_pointcloud(b_ob_info.object_data);
export_pointcloud_motion(
pointcloud, *static_cast<const ::PointCloud *>(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