This type will be used to store mesh edges in #106638, but it could be used for anything else too. This commit adds support for: - The new type in the Python API - Editing the type in the edit mode "Attribute Set" operator - Rendering the type in EEVEE and Cycles for all geometry types - Geometry nodes attribute interpolation and mixing - Viewing the type in the spreadsheet and using row filters The attribute uses the `blender::int2` type in most code, and the `vec2i` DNA type in C code when necessary. The enum names are based on `INT32_2D` for consistency with `INT8` and `INT32`. Pull Request: blender/blender#106677
354 lines
13 KiB
C++
354 lines
13 KiB
C++
/* SPDX-License-Identifier: Apache-2.0
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* Copyright 2011-2022 Blender Foundation */
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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/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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CCL_NAMESPACE_BEGIN
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static void attr_create_motion(PointCloud *pointcloud,
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BL::Attribute &b_attribute,
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const float motion_scale)
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{
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if (!(b_attribute.domain() == BL::Attribute::domain_POINT) &&
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(b_attribute.data_type() == BL::Attribute::data_type_FLOAT_VECTOR)) {
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return;
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}
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BL::FloatVectorAttribute b_vector_attribute(b_attribute);
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const int num_points = pointcloud->get_points().size();
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/* Find or add attribute */
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float3 *P = &pointcloud->get_points()[0];
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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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float3 *mP = attr_mP->data_float3() + step * num_points;
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for (int i = 0; i < num_points; i++) {
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mP[i] = P[i] + get_float3(b_vector_attribute.data[i].vector()) * relative_time;
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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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BL::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 int num_points = b_pointcloud.points.length();
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if (num_points == 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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for (BL::Attribute &b_attribute : b_pointcloud.attributes) {
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const ustring name{b_attribute.name().c_str()};
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if (need_motion && name == u_velocity) {
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attr_create_motion(pointcloud, b_attribute, motion_scale);
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}
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if (attributes.find(name)) {
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continue;
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}
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const AttributeElement element = ATTR_ELEMENT_VERTEX;
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const BL::Attribute::data_type_enum b_data_type = b_attribute.data_type();
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switch (b_data_type) {
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case BL::Attribute::data_type_FLOAT: {
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BL::FloatAttribute b_float_attribute{b_attribute};
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const float *src = static_cast<const float *>(b_float_attribute.data[0].ptr.data);
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Attribute *attr = attributes.add(name, TypeFloat, element);
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float *data = attr->data_float();
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std::copy(src, src + num_points, data);
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break;
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}
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case BL::Attribute::data_type_BOOLEAN: {
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BL::BoolAttribute b_bool_attribute{b_attribute};
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const bool *src = static_cast<const bool *>(b_bool_attribute.data[0].ptr.data);
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Attribute *attr = attributes.add(name, TypeFloat, element);
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float *data = attr->data_float();
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for (int i = 0; i < num_points; i++) {
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data[i] = float(src[i]);
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}
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break;
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}
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case BL::Attribute::data_type_INT: {
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BL::IntAttribute b_int_attribute{b_attribute};
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const int *src = static_cast<const int *>(b_int_attribute.data[0].ptr.data);
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Attribute *attr = attributes.add(name, TypeFloat, element);
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float *data = attr->data_float();
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for (int i = 0; i < num_points; i++) {
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data[i] = float(src[i]);
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}
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break;
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}
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case BL::Attribute::data_type_INT32_2D: {
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BL::Int2Attribute b_int2_attribute{b_attribute};
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const int2 *src = static_cast<const int2 *>(b_int2_attribute.data[0].ptr.data);
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Attribute *attr = attributes.add(name, TypeFloat2, element);
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float2 *data = attr->data_float2();
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for (int i = 0; i < num_points; i++) {
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data[i] = make_float2(float(src[i][0]), float(src[i][1]));
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}
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break;
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}
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case BL::Attribute::data_type_FLOAT_VECTOR: {
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BL::FloatVectorAttribute b_vector_attribute{b_attribute};
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const float(*src)[3] = static_cast<const float(*)[3]>(b_vector_attribute.data[0].ptr.data);
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Attribute *attr = attributes.add(name, TypeVector, element);
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float3 *data = attr->data_float3();
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for (int i = 0; i < num_points; i++) {
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data[i] = make_float3(src[i][0], src[i][1], src[i][2]);
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}
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break;
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}
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case BL::Attribute::data_type_BYTE_COLOR: {
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BL::ByteColorAttribute b_color_attribute{b_attribute};
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const uchar(*src)[4] = static_cast<const uchar(*)[4]>(b_color_attribute.data[0].ptr.data);
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Attribute *attr = attributes.add(name, TypeRGBA, element);
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float4 *data = attr->data_float4();
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for (int i = 0; i < num_points; i++) {
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data[i] = make_float4(color_srgb_to_linear(byte_to_float(src[i][0])),
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color_srgb_to_linear(byte_to_float(src[i][1])),
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color_srgb_to_linear(byte_to_float(src[i][2])),
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color_srgb_to_linear(byte_to_float(src[i][3])));
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}
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break;
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}
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case BL::Attribute::data_type_FLOAT_COLOR: {
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BL::FloatColorAttribute b_color_attribute{b_attribute};
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const float(*src)[4] = static_cast<const float(*)[4]>(b_color_attribute.data[0].ptr.data);
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Attribute *attr = attributes.add(name, TypeRGBA, element);
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float4 *data = attr->data_float4();
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for (int i = 0; i < num_points; i++) {
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data[i] = make_float4(src[i][0], src[i][1], src[i][2], src[i][3]);
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}
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break;
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}
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case BL::Attribute::data_type_FLOAT2: {
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BL::Float2Attribute b_float2_attribute{b_attribute};
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const float(*src)[2] = static_cast<const float(*)[2]>(b_float2_attribute.data[0].ptr.data);
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Attribute *attr = attributes.add(name, TypeFloat2, element);
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float2 *data = attr->data_float2();
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for (int i = 0; i < num_points; i++) {
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data[i] = make_float2(src[i][0], src[i][1]);
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}
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break;
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}
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default:
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/* Not supported. */
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break;
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}
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}
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}
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static const float *find_radius_attribute(BL::PointCloud b_pointcloud)
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{
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for (BL::Attribute &b_attribute : b_pointcloud.attributes) {
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if (b_attribute.name() != "radius") {
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continue;
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}
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if (b_attribute.data_type() != BL::Attribute::data_type_FLOAT) {
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continue;
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}
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BL::FloatAttribute b_float_attribute{b_attribute};
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if (b_float_attribute.data.length() == 0) {
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return nullptr;
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}
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return static_cast<const float *>(b_float_attribute.data[0].ptr.data);
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}
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return nullptr;
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}
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static const float (*find_position_attribute(BL::PointCloud b_pointcloud))[3]
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{
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for (BL::Attribute &b_attribute : b_pointcloud.attributes) {
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if (b_attribute.name() != "position") {
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continue;
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}
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if (b_attribute.data_type() != BL::Attribute::data_type_FLOAT_VECTOR) {
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continue;
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}
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BL::FloatVectorAttribute b_float3_attribute{b_attribute};
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if (b_float3_attribute.data.length() == 0) {
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return nullptr;
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}
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return static_cast<const float(*)[3]>(b_float3_attribute.data[0].ptr.data);
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}
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/* The position attribute must exist. */
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assert(false);
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return nullptr;
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}
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static void export_pointcloud(Scene *scene,
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PointCloud *pointcloud,
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BL::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 int num_points = b_pointcloud.points.length();
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pointcloud->resize(num_points);
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const float(*b_attr_position)[3] = find_position_attribute(b_pointcloud);
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float3 *points = pointcloud->get_points().data();
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for (int i = 0; i < num_points; i++) {
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points[i] = make_float3(b_attr_position[i][0], b_attr_position[i][1], b_attr_position[i][2]);
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}
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const float *b_attr_radius = find_radius_attribute(b_pointcloud);
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float *radius = pointcloud->get_radius().data();
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if (b_attr_radius) {
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std::copy(b_attr_radius, b_attr_radius + num_points, radius);
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}
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else {
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std::fill(radius, radius + num_points, 0.01f);
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}
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int *shader = pointcloud->get_shader().data();
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std::fill(shader, shader + num_points, 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 (int i = 0; i < num_points; i++) {
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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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BL::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 int b_points_num = b_pointcloud.points.length();
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const float(*b_attr_position)[3] = find_position_attribute(b_pointcloud);
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const float *b_attr_radius = find_radius_attribute(b_pointcloud);
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for (int i = 0; i < std::min(num_points, b_points_num); i++) {
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const float3 P = make_float3(
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b_attr_position[i][0], b_attr_position[i][1], b_attr_position[i][2]);
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const float radius = b_attr_radius ? b_attr_radius[i] : 0.01f;
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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_points_num != 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, &new_pointcloud, b_pointcloud, need_motion, 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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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(pointcloud, b_pointcloud, 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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