/* * This program is free software; you can redistribute it and/or * modify it under the terms of the GNU General Public License * as published by the Free Software Foundation; either version 2 * of the License, or (at your option) any later version. * * This program is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the * GNU General Public License for more details. * * You should have received a copy of the GNU General Public License * along with this program; if not, write to the Free Software Foundation, * Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA. */ #include "BLI_color.hh" #include "BLI_float2.hh" #include "BLI_float3.hh" #include "DNA_customdata_types.h" namespace blender::attribute_math { /** * Utility function that simplifies calling a templated function based on a custom data type. */ template void convert_to_static_type(const CustomDataType data_type, const Func &func) { switch (data_type) { case CD_PROP_FLOAT: func(float()); break; case CD_PROP_FLOAT2: func(float2()); break; case CD_PROP_FLOAT3: func(float3()); break; case CD_PROP_INT32: func(int()); break; case CD_PROP_BOOL: func(bool()); break; case CD_PROP_COLOR: func(Color4f()); break; default: BLI_assert(false); break; } } /* Interpolate between three values. */ template T mix3(const float3 &weights, const T &v0, const T &v1, const T &v2); template<> inline bool mix3(const float3 &weights, const bool &v0, const bool &v1, const bool &v2) { return (weights.x * v0 + weights.y * v1 + weights.z * v2) >= 0.5f; } template<> inline int mix3(const float3 &weights, const int &v0, const int &v1, const int &v2) { return static_cast(weights.x * v0 + weights.y * v1 + weights.z * v2); } template<> inline float mix3(const float3 &weights, const float &v0, const float &v1, const float &v2) { return weights.x * v0 + weights.y * v1 + weights.z * v2; } template<> inline float2 mix3(const float3 &weights, const float2 &v0, const float2 &v1, const float2 &v2) { return weights.x * v0 + weights.y * v1 + weights.z * v2; } template<> inline float3 mix3(const float3 &weights, const float3 &v0, const float3 &v1, const float3 &v2) { return weights.x * v0 + weights.y * v1 + weights.z * v2; } template<> inline Color4f mix3(const float3 &weights, const Color4f &v0, const Color4f &v1, const Color4f &v2) { Color4f result; interp_v4_v4v4v4(result, v0, v1, v2, weights); return result; } } // namespace blender::attribute_math