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/*
* Copyright 2020 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 "render/volume.h"
#include "render/attribute.h"
#include "render/image_vdb.h"
#include "render/scene.h"
#ifdef WITH_OPENVDB
# include <openvdb/tools/Dense.h>
# include <openvdb/tools/GridTransformer.h>
# include <openvdb/tools/Morphology.h>
#endif
#include "util/util_foreach.h"
#include "util/util_hash.h"
#include "util/util_logging.h"
#include "util/util_openvdb.h"
#include "util/util_progress.h"
#include "util/util_types.h"
CCL_NAMESPACE_BEGIN
NODE_DEFINE(Volume)
{
NodeType *type = NodeType::add("volume", create, NodeType::NONE, Geometry::node_base_type);
SOCKET_INT_ARRAY(triangles, "Triangles", array<int>());
SOCKET_POINT_ARRAY(verts, "Vertices", array<float3>());
SOCKET_INT_ARRAY(shader, "Shader", array<int>());
SOCKET_FLOAT(clipping, "Clipping", 0.001f);
SOCKET_FLOAT(step_size, "Step Size", 0.0f);
SOCKET_BOOLEAN(object_space, "Object Space", false);
return type;
}
Volume::Volume() : Mesh(node_type, Geometry::VOLUME)
{
clipping = 0.001f;
step_size = 0.0f;
object_space = false;
}
void Volume::clear()
{
Mesh::clear(true);
}
struct QuadData {
int v0, v1, v2, v3;
float3 normal;
};
enum {
QUAD_X_MIN = 0,
QUAD_X_MAX = 1,
QUAD_Y_MIN = 2,
QUAD_Y_MAX = 3,
QUAD_Z_MIN = 4,
QUAD_Z_MAX = 5,
};
const int quads_indices[6][4] = {
/* QUAD_X_MIN */
{4, 0, 3, 7},
/* QUAD_X_MAX */
{1, 5, 6, 2},
/* QUAD_Y_MIN */
{4, 5, 1, 0},
/* QUAD_Y_MAX */
{3, 2, 6, 7},
/* QUAD_Z_MIN */
{0, 1, 2, 3},
/* QUAD_Z_MAX */
{5, 4, 7, 6},
};
const float3 quads_normals[6] = {
/* QUAD_X_MIN */
make_float3(-1.0f, 0.0f, 0.0f),
/* QUAD_X_MAX */
make_float3(1.0f, 0.0f, 0.0f),
/* QUAD_Y_MIN */
make_float3(0.0f, -1.0f, 0.0f),
/* QUAD_Y_MAX */
make_float3(0.0f, 1.0f, 0.0f),
/* QUAD_Z_MIN */
make_float3(0.0f, 0.0f, -1.0f),
/* QUAD_Z_MAX */
make_float3(0.0f, 0.0f, 1.0f),
};
static int add_vertex(int3 v,
vector<int3> &vertices,
int3 res,
unordered_map<size_t, int> &used_verts)
{
size_t vert_key = v.x + v.y * (res.x + 1) + v.z * (res.x + 1) * (res.y + 1);
unordered_map<size_t, int>::iterator it = used_verts.find(vert_key);
if (it != used_verts.end()) {
return it->second;
}
int vertex_offset = vertices.size();
used_verts[vert_key] = vertex_offset;
vertices.push_back(v);
return vertex_offset;
}
static void create_quad(int3 corners[8],
vector<int3> &vertices,
vector<QuadData> &quads,
int3 res,
unordered_map<size_t, int> &used_verts,
int face_index)
{
QuadData quad;
quad.v0 = add_vertex(corners[quads_indices[face_index][0]], vertices, res, used_verts);
quad.v1 = add_vertex(corners[quads_indices[face_index][1]], vertices, res, used_verts);
quad.v2 = add_vertex(corners[quads_indices[face_index][2]], vertices, res, used_verts);
quad.v3 = add_vertex(corners[quads_indices[face_index][3]], vertices, res, used_verts);
quad.normal = quads_normals[face_index];
quads.push_back(quad);
}
/* Create a mesh from a volume.
*
* The way the algorithm works is as follows:
*
* - The topologies of input OpenVDB grids are merged into a temporary grid.
* - Voxels of the temporary grid are dilated to account for the padding necessary for volume
* sampling.
* - Quads are created on the boundary between active and inactive leaf nodes of the temporary
* grid.
*/
class VolumeMeshBuilder {
public:
#ifdef WITH_OPENVDB
/* use a MaskGrid to store the topology to save memory */
openvdb::MaskGrid::Ptr topology_grid;
openvdb::CoordBBox bbox;
#endif
bool first_grid;
VolumeMeshBuilder();
#ifdef WITH_OPENVDB
void add_grid(openvdb::GridBase::ConstPtr grid, bool do_clipping, float volume_clipping);
#endif
void add_padding(int pad_size);
void create_mesh(vector<float3> &vertices,
vector<int> &indices,
vector<float3> &face_normals,
const float face_overlap_avoidance);
void generate_vertices_and_quads(vector<int3> &vertices_is, vector<QuadData> &quads);
void convert_object_space(const vector<int3> &vertices,
vector<float3> &out_vertices,
const float face_overlap_avoidance);
void convert_quads_to_tris(const vector<QuadData> &quads,
vector<int> &tris,
vector<float3> &face_normals);
bool empty_grid() const;
#ifdef WITH_OPENVDB
template<typename GridType>
void merge_grid(openvdb::GridBase::ConstPtr grid, bool do_clipping, float volume_clipping)
{
typename GridType::ConstPtr typed_grid = openvdb::gridConstPtrCast<GridType>(grid);
if (do_clipping) {
using ValueType = typename GridType::ValueType;
typename GridType::Ptr copy = typed_grid->deepCopy();
typename GridType::ValueOnIter iter = copy->beginValueOn();
for (; iter; ++iter) {
if (iter.getValue() < ValueType(volume_clipping)) {
iter.setValueOff();
}
}
typed_grid = copy;
}
topology_grid->topologyUnion(*typed_grid);
}
#endif
};
VolumeMeshBuilder::VolumeMeshBuilder()
{
first_grid = true;
}
#ifdef WITH_OPENVDB
void VolumeMeshBuilder::add_grid(openvdb::GridBase::ConstPtr grid,
bool do_clipping,
float volume_clipping)
{
/* set the transform of our grid from the first one */
if (first_grid) {
topology_grid = openvdb::MaskGrid::create();
topology_grid->setTransform(grid->transform().copy());
first_grid = false;
}
/* if the transforms do not match, we need to resample one of the grids so that
* its index space registers with that of the other, here we resample our mask
* grid so memory usage is kept low */
else if (topology_grid->transform() != grid->transform()) {
openvdb::MaskGrid::Ptr temp_grid = topology_grid->copyWithNewTree();
temp_grid->setTransform(grid->transform().copy());
openvdb::tools::resampleToMatch<openvdb::tools::BoxSampler>(*topology_grid, *temp_grid);
topology_grid = temp_grid;
topology_grid->setTransform(grid->transform().copy());
}
if (grid->isType<openvdb::FloatGrid>()) {
merge_grid<openvdb::FloatGrid>(grid, do_clipping, volume_clipping);
}
else if (grid->isType<openvdb::Vec3fGrid>()) {
merge_grid<openvdb::Vec3fGrid>(grid, do_clipping, volume_clipping);
}
else if (grid->isType<openvdb::Vec4fGrid>()) {
merge_grid<openvdb::Vec4fGrid>(grid, do_clipping, volume_clipping);
}
else if (grid->isType<openvdb::BoolGrid>()) {
merge_grid<openvdb::BoolGrid>(grid, do_clipping, volume_clipping);
}
else if (grid->isType<openvdb::DoubleGrid>()) {
merge_grid<openvdb::DoubleGrid>(grid, do_clipping, volume_clipping);
}
else if (grid->isType<openvdb::Int32Grid>()) {
merge_grid<openvdb::Int32Grid>(grid, do_clipping, volume_clipping);
}
else if (grid->isType<openvdb::Int64Grid>()) {
merge_grid<openvdb::Int64Grid>(grid, do_clipping, volume_clipping);
}
else if (grid->isType<openvdb::Vec3IGrid>()) {
merge_grid<openvdb::Vec3IGrid>(grid, do_clipping, volume_clipping);
}
else if (grid->isType<openvdb::Vec3dGrid>()) {
merge_grid<openvdb::Vec3dGrid>(grid, do_clipping, volume_clipping);
}
else if (grid->isType<openvdb::MaskGrid>()) {
topology_grid->topologyUnion(*openvdb::gridConstPtrCast<openvdb::MaskGrid>(grid));
}
}
#endif
void VolumeMeshBuilder::add_padding(int pad_size)
{
#ifdef WITH_OPENVDB
openvdb::tools::dilateVoxels(topology_grid->tree(), pad_size);
#else
(void)pad_size;
#endif
}
void VolumeMeshBuilder::create_mesh(vector<float3> &vertices,
vector<int> &indices,
vector<float3> &face_normals,
const float face_overlap_avoidance)
{
/* We create vertices in index space (is), and only convert them to object
* space when done. */
vector<int3> vertices_is;
vector<QuadData> quads;
generate_vertices_and_quads(vertices_is, quads);
convert_object_space(vertices_is, vertices, face_overlap_avoidance);
convert_quads_to_tris(quads, indices, face_normals);
}
void VolumeMeshBuilder::generate_vertices_and_quads(vector<ccl::int3> &vertices_is,
vector<QuadData> &quads)
{
#ifdef WITH_OPENVDB
const openvdb::MaskGrid::TreeType &tree = topology_grid->tree();
tree.evalLeafBoundingBox(bbox);
const int3 resolution = make_int3(bbox.dim().x(), bbox.dim().y(), bbox.dim().z());
unordered_map<size_t, int> used_verts;
for (auto iter = tree.cbeginLeaf(); iter; ++iter) {
openvdb::CoordBBox leaf_bbox = iter->getNodeBoundingBox();
/* +1 to convert from exclusive to include bounds. */
leaf_bbox.max() = leaf_bbox.max().offsetBy(1);
int3 min = make_int3(leaf_bbox.min().x(), leaf_bbox.min().y(), leaf_bbox.min().z());
int3 max = make_int3(leaf_bbox.max().x(), leaf_bbox.max().y(), leaf_bbox.max().z());
int3 corners[8] = {
make_int3(min[0], min[1], min[2]),
make_int3(max[0], min[1], min[2]),
make_int3(max[0], max[1], min[2]),
make_int3(min[0], max[1], min[2]),
make_int3(min[0], min[1], max[2]),
make_int3(max[0], min[1], max[2]),
make_int3(max[0], max[1], max[2]),
make_int3(min[0], max[1], max[2]),
};
/* Only create a quad if on the border between an active and an inactive leaf.
*
* We verify that a leaf exists by probing a coordinate that is at its center,
* to do so we compute the center of the current leaf and offset this coordinate
* by the size of a leaf in each direction.
*/
static const int LEAF_DIM = openvdb::MaskGrid::TreeType::LeafNodeType::DIM;
auto center = leaf_bbox.min() + openvdb::Coord(LEAF_DIM / 2);
if (!tree.probeLeaf(openvdb::Coord(center.x() - LEAF_DIM, center.y(), center.z()))) {
create_quad(corners, vertices_is, quads, resolution, used_verts, QUAD_X_MIN);
}
if (!tree.probeLeaf(openvdb::Coord(center.x() + LEAF_DIM, center.y(), center.z()))) {
create_quad(corners, vertices_is, quads, resolution, used_verts, QUAD_X_MAX);
}
if (!tree.probeLeaf(openvdb::Coord(center.x(), center.y() - LEAF_DIM, center.z()))) {
create_quad(corners, vertices_is, quads, resolution, used_verts, QUAD_Y_MIN);
}
if (!tree.probeLeaf(openvdb::Coord(center.x(), center.y() + LEAF_DIM, center.z()))) {
create_quad(corners, vertices_is, quads, resolution, used_verts, QUAD_Y_MAX);
}
if (!tree.probeLeaf(openvdb::Coord(center.x(), center.y(), center.z() - LEAF_DIM))) {
create_quad(corners, vertices_is, quads, resolution, used_verts, QUAD_Z_MIN);
}
if (!tree.probeLeaf(openvdb::Coord(center.x(), center.y(), center.z() + LEAF_DIM))) {
create_quad(corners, vertices_is, quads, resolution, used_verts, QUAD_Z_MAX);
}
}
#else
(void)vertices_is;
(void)quads;
#endif
}
void VolumeMeshBuilder::convert_object_space(const vector<int3> &vertices,
vector<float3> &out_vertices,
const float face_overlap_avoidance)
{
#ifdef WITH_OPENVDB
/* compute the offset for the face overlap avoidance */
bbox = topology_grid->evalActiveVoxelBoundingBox();
openvdb::Coord dim = bbox.dim();
float3 cell_size = make_float3(1.0f / dim.x(), 1.0f / dim.y(), 1.0f / dim.z());
float3 point_offset = cell_size * face_overlap_avoidance;
out_vertices.reserve(vertices.size());
for (size_t i = 0; i < vertices.size(); ++i) {
openvdb::math::Vec3d p = topology_grid->indexToWorld(
openvdb::math::Vec3d(vertices[i].x, vertices[i].y, vertices[i].z));
float3 vertex = make_float3((float)p.x(), (float)p.y(), (float)p.z());
out_vertices.push_back(vertex + point_offset);
}
#else
(void)vertices;
(void)out_vertices;
(void)face_overlap_avoidance;
#endif
}
void VolumeMeshBuilder::convert_quads_to_tris(const vector<QuadData> &quads,
vector<int> &tris,
vector<float3> &face_normals)
{
int index_offset = 0;
tris.resize(quads.size() * 6);
face_normals.reserve(quads.size() * 2);
for (size_t i = 0; i < quads.size(); ++i) {
tris[index_offset++] = quads[i].v0;
tris[index_offset++] = quads[i].v2;
tris[index_offset++] = quads[i].v1;
face_normals.push_back(quads[i].normal);
tris[index_offset++] = quads[i].v0;
tris[index_offset++] = quads[i].v3;
tris[index_offset++] = quads[i].v2;
face_normals.push_back(quads[i].normal);
}
}
bool VolumeMeshBuilder::empty_grid() const
{
#ifdef WITH_OPENVDB
return !topology_grid || topology_grid->tree().leafCount() == 0;
#else
return true;
#endif
}
#ifdef WITH_OPENVDB
template<typename GridType>
static openvdb::GridBase::ConstPtr openvdb_grid_from_device_texture(device_texture *image_memory,
float volume_clipping,
Transform transform_3d)
{
using ValueType = typename GridType::ValueType;
openvdb::CoordBBox dense_bbox(0,
0,
0,
image_memory->data_width - 1,
image_memory->data_height - 1,
image_memory->data_depth - 1);
typename GridType::Ptr sparse = GridType::create(ValueType(0.0f));
if (dense_bbox.empty()) {
return sparse;
}
openvdb::tools::Dense<ValueType, openvdb::tools::MemoryLayout::LayoutXYZ> dense(
dense_bbox, static_cast<ValueType *>(image_memory->host_pointer));
openvdb::tools::copyFromDense(dense, *sparse, ValueType(volume_clipping));
/* #copyFromDense will remove any leaf node that contains constant data and replace it with a
* tile, however, we need to preserve the leaves in order to generate the mesh, so re-voxelize
* the leaves that were pruned. This should not affect areas that were skipped due to the
* volume_clipping parameter. */
sparse->tree().voxelizeActiveTiles();
/* Compute index to world matrix. */
float3 voxel_size = make_float3(1.0f / image_memory->data_width,
1.0f / image_memory->data_height,
1.0f / image_memory->data_depth);
transform_3d = transform_inverse(transform_3d);
openvdb::Mat4R index_to_world_mat((double)(voxel_size.x * transform_3d[0][0]),
0.0,
0.0,
0.0,
0.0,
(double)(voxel_size.y * transform_3d[1][1]),
0.0,
0.0,
0.0,
0.0,
(double)(voxel_size.z * transform_3d[2][2]),
0.0,
(double)transform_3d[0][3],
(double)transform_3d[1][3],
(double)transform_3d[2][3],
1.0);
openvdb::math::Transform::Ptr index_to_world_tfm =
openvdb::math::Transform::createLinearTransform(index_to_world_mat);
sparse->setTransform(index_to_world_tfm);
return sparse;
}
#endif
/* ************************************************************************** */
void GeometryManager::create_volume_mesh(Volume *volume, Progress &progress)
{
string msg = string_printf("Computing Volume Mesh %s", volume->name.c_str());
progress.set_status("Updating Mesh", msg);
VolumeMeshBuilder builder;
#ifdef WITH_OPENVDB
foreach (Attribute &attr, volume->attributes.attributes) {
if (attr.element != ATTR_ELEMENT_VOXEL) {
continue;
}
bool do_clipping = false;
ImageHandle &handle = attr.data_voxel();
/* Try building from OpenVDB grid directly. */
VDBImageLoader *vdb_loader = handle.vdb_loader();
openvdb::GridBase::ConstPtr grid;
if (vdb_loader) {
grid = vdb_loader->get_grid();
/* If building from an OpenVDB grid, we need to manually clip the values. */
do_clipping = true;
}
/* Else fall back to creating an OpenVDB grid from the dense volume data. */
if (!grid) {
device_texture *image_memory = handle.image_memory();
if (image_memory->data_elements == 1) {
grid = openvdb_grid_from_device_texture<openvdb::FloatGrid>(
image_memory, volume->clipping, handle.metadata().transform_3d);
}
else if (image_memory->data_elements == 3) {
grid = openvdb_grid_from_device_texture<openvdb::Vec3fGrid>(
image_memory, volume->clipping, handle.metadata().transform_3d);
}
else if (image_memory->data_elements == 4) {
grid = openvdb_grid_from_device_texture<openvdb::Vec4fGrid>(
image_memory, volume->clipping, handle.metadata().transform_3d);
}
}
if (grid) {
builder.add_grid(grid, do_clipping, volume->clipping);
}
}
#endif
if (builder.empty_grid()) {
return;
}
/* Compute padding. */
Shader *volume_shader = NULL;
int pad_size = 0;
foreach (Shader *shader, volume->used_shaders) {
if (!shader->has_volume) {
continue;
}
volume_shader = shader;
if (shader->volume_interpolation_method == VOLUME_INTERPOLATION_LINEAR) {
pad_size = max(1, pad_size);
}
else if (shader->volume_interpolation_method == VOLUME_INTERPOLATION_CUBIC) {
pad_size = max(2, pad_size);
}
break;
}
if (!volume_shader) {
return;
}
builder.add_padding(pad_size);
/* Slightly offset vertex coordinates to avoid overlapping faces with other
* volumes or meshes. The proper solution would be to improve intersection in
* the kernel to support robust handling of multiple overlapping faces or use
* an all-hit intersection similar to shadows. */
const float face_overlap_avoidance = 0.1f *
hash_uint_to_float(hash_string(volume->name.c_str()));
/* Create mesh. */
vector<float3> vertices;
vector<int> indices;
vector<float3> face_normals;
builder.create_mesh(vertices, indices, face_normals, face_overlap_avoidance);
volume->clear();
volume->reserve_mesh(vertices.size(), indices.size() / 3);
volume->used_shaders.push_back(volume_shader);
volume->need_update = true;
volume->need_update_rebuild = true;
for (size_t i = 0; i < vertices.size(); ++i) {
volume->add_vertex(vertices[i]);
}
for (size_t i = 0; i < indices.size(); i += 3) {
volume->add_triangle(indices[i], indices[i + 1], indices[i + 2], 0, false);
}
Attribute *attr_fN = volume->attributes.add(ATTR_STD_FACE_NORMAL);
float3 *fN = attr_fN->data_float3();
for (size_t i = 0; i < face_normals.size(); ++i) {
fN[i] = face_normals[i];
}
/* Print stats. */
VLOG(1) << "Memory usage volume mesh: "
<< ((vertices.size() + face_normals.size()) * sizeof(float3) +
indices.size() * sizeof(int)) /
(1024.0 * 1024.0)
<< "Mb.";
}
CCL_NAMESPACE_END
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