Blender grid rendering interprets voxel transforms in such a way that the voxel values are located at the center of a voxel. This is inconsistent with OpenVDB where the values are located at the lower corners for the purpose or sampling and related algorithms. While it is possible to offset grids when communicating with the OpenVDB library, this is also error-prone and does not add any major advantage. Every time a grid is passed to OpenVDB we currently have to take care to transform by half a voxel to ensure correct sampling weights are used that match the density displayed by the viewport rendering. This patch changes volume grid generation, conversion, and rendering code so that grid transforms match the corner-located values in OpenVDB. - The volume primitive cube node aligns the grid transform with the location of the first value, which is now also the same as min/max bounds input of the node. - Mesh<->Grid conversion does no longer require offsetting grid transform and mesh vertices respectively by 0.5 voxels. - Texture space for viewport rendering is offset by half a voxel, so that it covers the same area as before and voxel centers remain at the same texture space locations. Co-authored-by: Brecht Van Lommel <brecht@blender.org> Pull Request: https://projects.blender.org/blender/blender/pulls/138449
204 lines
6.9 KiB
C++
204 lines
6.9 KiB
C++
/* SPDX-FileCopyrightText: 2023 Blender Authors
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*
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* SPDX-License-Identifier: GPL-2.0-or-later */
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#include <fmt/format.h>
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#include <vector>
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#include "BLI_math_vector_types.hh"
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#include "BLI_span.hh"
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#include "BKE_mesh.hh"
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#include "BKE_volume_grid.hh"
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#include "BKE_volume_openvdb.hh"
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#ifdef WITH_OPENVDB
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# include <openvdb/tools/GridTransformer.h>
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# include <openvdb/tools/VolumeToMesh.h>
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#endif
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#include "BKE_volume_to_mesh.hh"
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#include "BLT_translation.hh"
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namespace blender::bke {
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#ifdef WITH_OPENVDB
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struct VolumeToMeshOp {
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const openvdb::GridBase &base_grid;
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const VolumeToMeshResolution resolution;
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const float threshold;
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const float adaptivity;
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std::vector<openvdb::Vec3s> verts;
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std::vector<openvdb::Vec3I> tris;
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std::vector<openvdb::Vec4I> quads;
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std::string error;
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template<typename GridType> bool operator()()
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{
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if constexpr (std::is_scalar_v<typename GridType::ValueType>) {
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this->generate_mesh_data<GridType>();
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return true;
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}
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return false;
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}
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template<typename GridType> void generate_mesh_data()
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{
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const GridType &grid = static_cast<const GridType &>(base_grid);
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if (this->resolution.mode == VOLUME_TO_MESH_RESOLUTION_MODE_GRID) {
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this->grid_to_mesh(grid);
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return;
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}
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const float resolution_factor = this->compute_resolution_factor(base_grid);
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typename GridType::Ptr temp_grid = this->create_grid_with_changed_resolution(
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grid, resolution_factor);
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this->grid_to_mesh(*temp_grid);
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}
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template<typename GridType>
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typename GridType::Ptr create_grid_with_changed_resolution(const GridType &old_grid,
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const float resolution_factor)
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{
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BLI_assert(resolution_factor > 0.0f);
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openvdb::Mat4R xform;
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xform.setToScale(openvdb::Vec3d(resolution_factor));
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openvdb::tools::GridTransformer transformer{xform};
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typename GridType::Ptr new_grid = GridType::create();
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transformer.transformGrid<openvdb::tools::BoxSampler>(old_grid, *new_grid);
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new_grid->transform() = old_grid.transform();
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new_grid->transform().preScale(1.0f / resolution_factor);
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return new_grid;
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}
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float compute_resolution_factor(const openvdb::GridBase &grid) const
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{
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const openvdb::Vec3s voxel_size{grid.voxelSize()};
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const float current_voxel_size = std::max({voxel_size[0], voxel_size[1], voxel_size[2]});
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const float desired_voxel_size = this->compute_desired_voxel_size(grid);
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return current_voxel_size / desired_voxel_size;
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}
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float compute_desired_voxel_size(const openvdb::GridBase &grid) const
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{
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if (this->resolution.mode == VOLUME_TO_MESH_RESOLUTION_MODE_VOXEL_SIZE) {
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return this->resolution.settings.voxel_size;
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}
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const openvdb::CoordBBox coord_bbox = base_grid.evalActiveVoxelBoundingBox();
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const openvdb::BBoxd bbox = grid.transform().indexToWorld(coord_bbox);
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const float max_extent = bbox.extents()[bbox.maxExtent()];
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const float voxel_size = max_extent / this->resolution.settings.voxel_amount;
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return voxel_size;
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}
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template<typename GridType> void grid_to_mesh(const GridType &grid)
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{
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try {
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openvdb::tools::volumeToMesh(
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grid, this->verts, this->tris, this->quads, this->threshold, this->adaptivity);
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}
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catch (const std::exception &e) {
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this->error = fmt::format(fmt::runtime(TIP_("OpenVDB error: {}")), e.what());
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this->verts.clear();
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this->tris.clear();
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this->quads.clear();
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}
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}
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};
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void fill_mesh_from_openvdb_data(const Span<openvdb::Vec3s> vdb_verts,
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const Span<openvdb::Vec3I> vdb_tris,
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const Span<openvdb::Vec4I> vdb_quads,
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const int vert_offset,
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const int face_offset,
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const int loop_offset,
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MutableSpan<float3> vert_positions,
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MutableSpan<int> face_offsets,
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MutableSpan<int> corner_verts)
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{
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/* Write vertices. */
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vert_positions.slice(vert_offset, vdb_verts.size()).copy_from(vdb_verts.cast<float3>());
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/* Write triangles. */
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for (const int i : vdb_tris.index_range()) {
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face_offsets[face_offset + i] = loop_offset + 3 * i;
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for (int j = 0; j < 3; j++) {
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/* Reverse vertex order to get correct normals. */
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corner_verts[loop_offset + 3 * i + j] = vert_offset + vdb_tris[i][2 - j];
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}
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}
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/* Write quads. */
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const int quad_offset = face_offset + vdb_tris.size();
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const int quad_loop_offset = loop_offset + vdb_tris.size() * 3;
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for (const int i : vdb_quads.index_range()) {
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face_offsets[quad_offset + i] = quad_loop_offset + 4 * i;
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for (int j = 0; j < 4; j++) {
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/* Reverse vertex order to get correct normals. */
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corner_verts[quad_loop_offset + 4 * i + j] = vert_offset + vdb_quads[i][3 - j];
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}
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}
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}
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bke::VolumeToMeshDataResult volume_to_mesh_data(const openvdb::GridBase &grid,
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const VolumeToMeshResolution &resolution,
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const float threshold,
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const float adaptivity)
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{
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const VolumeGridType grid_type = bke::volume_grid::get_type(grid);
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VolumeToMeshOp to_mesh_op{grid, resolution, threshold, adaptivity};
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if (!BKE_volume_grid_type_operation(grid_type, to_mesh_op)) {
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return {};
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}
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return {{std::move(to_mesh_op.verts), std::move(to_mesh_op.tris), std::move(to_mesh_op.quads)},
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to_mesh_op.error};
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}
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Mesh *volume_to_mesh(const openvdb::GridBase &grid,
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const VolumeToMeshResolution &resolution,
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const float threshold,
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const float adaptivity)
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{
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using namespace blender::bke;
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const OpenVDBMeshData mesh_data =
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volume_to_mesh_data(grid, resolution, threshold, adaptivity).data;
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const int tot_loops = 3 * mesh_data.tris.size() + 4 * mesh_data.quads.size();
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const int tot_faces = mesh_data.tris.size() + mesh_data.quads.size();
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Mesh *mesh = BKE_mesh_new_nomain(mesh_data.verts.size(), 0, tot_faces, tot_loops);
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fill_mesh_from_openvdb_data(mesh_data.verts,
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mesh_data.tris,
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mesh_data.quads,
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0,
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0,
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0,
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mesh->vert_positions_for_write(),
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mesh->face_offsets_for_write(),
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mesh->corner_verts_for_write());
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mesh_calc_edges(*mesh, false, false);
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mesh_smooth_set(*mesh, false);
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mesh->tag_overlapping_none();
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return mesh;
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}
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Mesh *volume_grid_to_mesh(const openvdb::GridBase &grid,
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const float threshold,
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const float adaptivity)
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{
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return volume_to_mesh(grid, {VOLUME_TO_MESH_RESOLUTION_MODE_GRID}, threshold, adaptivity);
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}
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#endif /* WITH_OPENVDB */
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} // namespace blender::bke
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