This repository has been archived on 2023-10-09. You can view files and clone it. You cannot open issues or pull requests or push a commit.
Files
blender-archive/intern/cycles/blender/pointcloud.cpp
Kévin Dietrich 4c3f52e7dc Cycles: support rendering PointCloud motion blur from attribute
This adds support to render PointCloud motion blur from a standard
"velocity" attribute.

This implementation is similar to that of the Mesh geometry, and
perhaps some code could be deduplicated through a more generic API.
`mesh_need_motion_attribute` was renamed `object_need_motion_attribute`
as it does not really require a mesh and moved to `util.h` so that
it can be shared.

This fixes T94622.

Reviewed By: brecht

Maniphest Tasks: T94622

Differential Revision: https://developer.blender.org/D13719
2022-01-05 14:17:57 +01:00

304 lines
11 KiB
C++

/*
* Copyright 2011-2013 Blender Foundation
*
* Licensed under the Apache License, Version 2.0 (the "License");
* you may not use this file except in compliance with the License.
* You may obtain a copy of the License at
*
* http://www.apache.org/licenses/LICENSE-2.0
*
* Unless required by applicable law or agreed to in writing, software
* distributed under the License is distributed on an "AS IS" BASIS,
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
* See the License for the specific language governing permissions and
* limitations under the License.
*/
#include "scene/pointcloud.h"
#include "scene/attribute.h"
#include "scene/scene.h"
#include "blender/sync.h"
#include "blender/util.h"
#include "util/foreach.h"
#include "util/hash.h"
CCL_NAMESPACE_BEGIN
template<typename TypeInCycles, typename GetValueAtIndex>
static void fill_generic_attribute(BL::PointCloud &b_pointcloud,
TypeInCycles *data,
const GetValueAtIndex &get_value_at_index)
{
const int num_points = b_pointcloud.points.length();
for (int i = 0; i < num_points; i++) {
data[i] = get_value_at_index(i);
}
}
static void attr_create_motion(PointCloud *pointcloud,
BL::Attribute &b_attribute,
const float motion_scale)
{
if (!(b_attribute.domain() == BL::Attribute::domain_POINT) &&
(b_attribute.data_type() == BL::Attribute::data_type_FLOAT_VECTOR)) {
return;
}
BL::FloatVectorAttribute b_vector_attribute(b_attribute);
const int num_points = pointcloud->get_points().size();
/* Find or add attribute */
float3 *P = &pointcloud->get_points()[0];
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;
float3 *mP = attr_mP->data_float3() + step * num_points;
for (int i = 0; i < num_points; i++) {
mP[i] = P[i] + get_float3(b_vector_attribute.data[i].vector()) * relative_time;
}
}
}
static void copy_attributes(PointCloud *pointcloud,
BL::PointCloud b_pointcloud,
const bool need_motion,
const float motion_scale)
{
AttributeSet &attributes = pointcloud->attributes;
static const ustring u_velocity("velocity");
for (BL::Attribute &b_attribute : b_pointcloud.attributes) {
const ustring name{b_attribute.name().c_str()};
if (need_motion && name == u_velocity) {
attr_create_motion(pointcloud, b_attribute, motion_scale);
}
if (attributes.find(name)) {
continue;
}
const AttributeElement element = ATTR_ELEMENT_VERTEX;
const BL::Attribute::data_type_enum b_data_type = b_attribute.data_type();
switch (b_data_type) {
case BL::Attribute::data_type_FLOAT: {
BL::FloatAttribute b_float_attribute{b_attribute};
Attribute *attr = attributes.add(name, TypeFloat, element);
float *data = attr->data_float();
fill_generic_attribute(
b_pointcloud, data, [&](int i) { return b_float_attribute.data[i].value(); });
break;
}
case BL::Attribute::data_type_BOOLEAN: {
BL::BoolAttribute b_bool_attribute{b_attribute};
Attribute *attr = attributes.add(name, TypeFloat, element);
float *data = attr->data_float();
fill_generic_attribute(
b_pointcloud, data, [&](int i) { return (float)b_bool_attribute.data[i].value(); });
break;
}
case BL::Attribute::data_type_INT: {
BL::IntAttribute b_int_attribute{b_attribute};
Attribute *attr = attributes.add(name, TypeFloat, element);
float *data = attr->data_float();
fill_generic_attribute(
b_pointcloud, data, [&](int i) { return (float)b_int_attribute.data[i].value(); });
break;
}
case BL::Attribute::data_type_FLOAT_VECTOR: {
BL::FloatVectorAttribute b_vector_attribute{b_attribute};
Attribute *attr = attributes.add(name, TypeVector, element);
float3 *data = attr->data_float3();
fill_generic_attribute(b_pointcloud, data, [&](int i) {
BL::Array<float, 3> v = b_vector_attribute.data[i].vector();
return make_float3(v[0], v[1], v[2]);
});
break;
}
case BL::Attribute::data_type_FLOAT_COLOR: {
BL::FloatColorAttribute b_color_attribute{b_attribute};
Attribute *attr = attributes.add(name, TypeRGBA, element);
float4 *data = attr->data_float4();
fill_generic_attribute(b_pointcloud, data, [&](int i) {
BL::Array<float, 4> v = b_color_attribute.data[i].color();
return make_float4(v[0], v[1], v[2], v[3]);
});
break;
}
case BL::Attribute::data_type_FLOAT2: {
BL::Float2Attribute b_float2_attribute{b_attribute};
Attribute *attr = attributes.add(name, TypeFloat2, element);
float2 *data = attr->data_float2();
fill_generic_attribute(b_pointcloud, data, [&](int i) {
BL::Array<float, 2> v = b_float2_attribute.data[i].vector();
return make_float2(v[0], v[1]);
});
break;
}
default:
/* Not supported. */
break;
}
}
}
static void export_pointcloud(Scene *scene,
PointCloud *pointcloud,
BL::PointCloud b_pointcloud,
const bool need_motion,
const float motion_scale)
{
/* TODO: optimize so we can straight memcpy arrays from Blender? */
/* Add requested attributes. */
Attribute *attr_random = NULL;
if (pointcloud->need_attribute(scene, ATTR_STD_POINT_RANDOM)) {
attr_random = pointcloud->attributes.add(ATTR_STD_POINT_RANDOM);
}
/* Reserve memory. */
const int num_points = b_pointcloud.points.length();
pointcloud->reserve(num_points);
/* Export points. */
BL::PointCloud::points_iterator b_point_iter;
for (b_pointcloud.points.begin(b_point_iter); b_point_iter != b_pointcloud.points.end();
++b_point_iter) {
BL::Point b_point = *b_point_iter;
const float3 co = get_float3(b_point.co());
const float radius = b_point.radius();
pointcloud->add_point(co, radius);
/* Random number per point. */
if (attr_random != NULL) {
attr_random->add(hash_uint2_to_float(b_point.index(), 0));
}
}
/* Export attributes */
copy_attributes(pointcloud, b_pointcloud, need_motion, motion_scale);
}
static void export_pointcloud_motion(PointCloud *pointcloud,
BL::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;
}
/* Export motion points. */
const int num_points = pointcloud->num_points();
float3 *mP = attr_mP->data_float3() + motion_step * num_points;
bool have_motion = false;
int num_motion_points = 0;
const array<float3> &pointcloud_points = pointcloud->get_points();
BL::PointCloud::points_iterator b_point_iter;
for (b_pointcloud.points.begin(b_point_iter); b_point_iter != b_pointcloud.points.end();
++b_point_iter) {
BL::Point b_point = *b_point_iter;
if (num_motion_points < num_points) {
float3 P = get_float3(b_point.co());
P.w = b_point.radius();
mP[num_motion_points] = P;
have_motion = have_motion || (P != pointcloud_points[num_motion_points]);
num_motion_points++;
}
}
/* In case of new attribute, we verify if there really was any motion. */
if (new_attribute) {
if (num_motion_points != 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, b_pointcloud, 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();
foreach (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, b_pointcloud, 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