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