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blender-archive/intern/cycles/blender/pointcloud.cpp
Hans Goudey 988f23cec3 Attributes: Add 2D integer vector attribute type
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
2023-04-14 16:08:05 +02:00

354 lines
13 KiB
C++

/* SPDX-License-Identifier: Apache-2.0
* Copyright 2011-2022 Blender Foundation */
#include <optional>
#include "scene/attribute.h"
#include "scene/pointcloud.h"
#include "scene/scene.h"
#include "blender/sync.h"
#include "blender/util.h"
#include "util/color.h"
#include "util/foreach.h"
#include "util/hash.h"
CCL_NAMESPACE_BEGIN
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)
{
const int num_points = b_pointcloud.points.length();
if (num_points == 0) {
return;
}
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};
const float *src = static_cast<const float *>(b_float_attribute.data[0].ptr.data);
Attribute *attr = attributes.add(name, TypeFloat, element);
float *data = attr->data_float();
std::copy(src, src + num_points, data);
break;
}
case BL::Attribute::data_type_BOOLEAN: {
BL::BoolAttribute b_bool_attribute{b_attribute};
const bool *src = static_cast<const bool *>(b_bool_attribute.data[0].ptr.data);
Attribute *attr = attributes.add(name, TypeFloat, element);
float *data = attr->data_float();
for (int i = 0; i < num_points; i++) {
data[i] = float(src[i]);
}
break;
}
case BL::Attribute::data_type_INT: {
BL::IntAttribute b_int_attribute{b_attribute};
const int *src = static_cast<const int *>(b_int_attribute.data[0].ptr.data);
Attribute *attr = attributes.add(name, TypeFloat, element);
float *data = attr->data_float();
for (int i = 0; i < num_points; i++) {
data[i] = float(src[i]);
}
break;
}
case BL::Attribute::data_type_INT32_2D: {
BL::Int2Attribute b_int2_attribute{b_attribute};
const int2 *src = static_cast<const int2 *>(b_int2_attribute.data[0].ptr.data);
Attribute *attr = attributes.add(name, TypeFloat2, element);
float2 *data = attr->data_float2();
for (int i = 0; i < num_points; i++) {
data[i] = make_float2(float(src[i][0]), float(src[i][1]));
}
break;
}
case BL::Attribute::data_type_FLOAT_VECTOR: {
BL::FloatVectorAttribute b_vector_attribute{b_attribute};
const float(*src)[3] = static_cast<const float(*)[3]>(b_vector_attribute.data[0].ptr.data);
Attribute *attr = attributes.add(name, TypeVector, element);
float3 *data = attr->data_float3();
for (int i = 0; i < num_points; i++) {
data[i] = make_float3(src[i][0], src[i][1], src[i][2]);
}
break;
}
case BL::Attribute::data_type_BYTE_COLOR: {
BL::ByteColorAttribute b_color_attribute{b_attribute};
const uchar(*src)[4] = static_cast<const uchar(*)[4]>(b_color_attribute.data[0].ptr.data);
Attribute *attr = attributes.add(name, TypeRGBA, element);
float4 *data = attr->data_float4();
for (int i = 0; i < num_points; i++) {
data[i] = make_float4(color_srgb_to_linear(byte_to_float(src[i][0])),
color_srgb_to_linear(byte_to_float(src[i][1])),
color_srgb_to_linear(byte_to_float(src[i][2])),
color_srgb_to_linear(byte_to_float(src[i][3])));
}
break;
}
case BL::Attribute::data_type_FLOAT_COLOR: {
BL::FloatColorAttribute b_color_attribute{b_attribute};
const float(*src)[4] = static_cast<const float(*)[4]>(b_color_attribute.data[0].ptr.data);
Attribute *attr = attributes.add(name, TypeRGBA, element);
float4 *data = attr->data_float4();
for (int i = 0; i < num_points; i++) {
data[i] = make_float4(src[i][0], src[i][1], src[i][2], src[i][3]);
}
break;
}
case BL::Attribute::data_type_FLOAT2: {
BL::Float2Attribute b_float2_attribute{b_attribute};
const float(*src)[2] = static_cast<const float(*)[2]>(b_float2_attribute.data[0].ptr.data);
Attribute *attr = attributes.add(name, TypeFloat2, element);
float2 *data = attr->data_float2();
for (int i = 0; i < num_points; i++) {
data[i] = make_float2(src[i][0], src[i][1]);
}
break;
}
default:
/* Not supported. */
break;
}
}
}
static const float *find_radius_attribute(BL::PointCloud b_pointcloud)
{
for (BL::Attribute &b_attribute : b_pointcloud.attributes) {
if (b_attribute.name() != "radius") {
continue;
}
if (b_attribute.data_type() != BL::Attribute::data_type_FLOAT) {
continue;
}
BL::FloatAttribute b_float_attribute{b_attribute};
if (b_float_attribute.data.length() == 0) {
return nullptr;
}
return static_cast<const float *>(b_float_attribute.data[0].ptr.data);
}
return nullptr;
}
static const float (*find_position_attribute(BL::PointCloud b_pointcloud))[3]
{
for (BL::Attribute &b_attribute : b_pointcloud.attributes) {
if (b_attribute.name() != "position") {
continue;
}
if (b_attribute.data_type() != BL::Attribute::data_type_FLOAT_VECTOR) {
continue;
}
BL::FloatVectorAttribute b_float3_attribute{b_attribute};
if (b_float3_attribute.data.length() == 0) {
return nullptr;
}
return static_cast<const float(*)[3]>(b_float3_attribute.data[0].ptr.data);
}
/* The position attribute must exist. */
assert(false);
return nullptr;
}
static void export_pointcloud(Scene *scene,
PointCloud *pointcloud,
BL::PointCloud b_pointcloud,
const bool need_motion,
const float motion_scale)
{
const int num_points = b_pointcloud.points.length();
pointcloud->resize(num_points);
const float(*b_attr_position)[3] = find_position_attribute(b_pointcloud);
float3 *points = pointcloud->get_points().data();
for (int i = 0; i < num_points; i++) {
points[i] = make_float3(b_attr_position[i][0], b_attr_position[i][1], b_attr_position[i][2]);
}
const float *b_attr_radius = find_radius_attribute(b_pointcloud);
float *radius = pointcloud->get_radius().data();
if (b_attr_radius) {
std::copy(b_attr_radius, b_attr_radius + num_points, radius);
}
else {
std::fill(radius, radius + num_points, 0.01f);
}
int *shader = pointcloud->get_shader().data();
std::fill(shader, shader + num_points, 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 (int i = 0; i < num_points; i++) {
data[i] = hash_uint2_to_float(i, 0);
}
}
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;
}
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 int b_points_num = b_pointcloud.points.length();
const float(*b_attr_position)[3] = find_position_attribute(b_pointcloud);
const float *b_attr_radius = find_radius_attribute(b_pointcloud);
for (int i = 0; i < std::min(num_points, b_points_num); i++) {
const float3 P = make_float3(
b_attr_position[i][0], b_attr_position[i][1], b_attr_position[i][2]);
const float radius = b_attr_radius ? b_attr_radius[i] : 0.01f;
mP[i] = make_float4(P.x, P.y, P.z, 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_points_num != 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