/* * 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. */ #pragma once #include "BLI_array.hh" #include "BLI_color.hh" #include "BLI_math_vec_types.hh" #include "DNA_customdata_types.h" #include "FN_cpp_type.hh" namespace blender::attribute_math { using fn::CPPType; /** * Utility function that simplifies calling a templated function based on a custom data type. */ template inline 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(ColorGeometry4f()); break; default: BLI_assert_unreachable(); break; } } template inline void convert_to_static_type(const fn::CPPType &cpp_type, const Func &func) { if (cpp_type.is()) { func(float()); } else if (cpp_type.is()) { func(float2()); } else if (cpp_type.is()) { func(float3()); } else if (cpp_type.is()) { func(int()); } else if (cpp_type.is()) { func(bool()); } else if (cpp_type.is()) { func(ColorGeometry4f()); } else { BLI_assert_unreachable(); } } /* -------------------------------------------------------------------- */ /** \name Mix three values of the same type. * * This is typically used to interpolate values within a triangle. * \{ */ 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 ColorGeometry4f mix3(const float3 &weights, const ColorGeometry4f &v0, const ColorGeometry4f &v1, const ColorGeometry4f &v2) { ColorGeometry4f result; interp_v4_v4v4v4(result, v0, v1, v2, weights); return result; } /** \} */ /* -------------------------------------------------------------------- */ /** \name Mix two values of the same type. * * This is just basic linear interpolation. * \{ */ template T mix2(float factor, const T &a, const T &b); template<> inline bool mix2(const float factor, const bool &a, const bool &b) { return ((1.0f - factor) * a + factor * b) >= 0.5f; } template<> inline int mix2(const float factor, const int &a, const int &b) { return static_cast((1.0f - factor) * a + factor * b); } template<> inline float mix2(const float factor, const float &a, const float &b) { return (1.0f - factor) * a + factor * b; } template<> inline float2 mix2(const float factor, const float2 &a, const float2 &b) { return math::interpolate(a, b, factor); } template<> inline float3 mix2(const float factor, const float3 &a, const float3 &b) { return math::interpolate(a, b, factor); } template<> inline ColorGeometry4f mix2(const float factor, const ColorGeometry4f &a, const ColorGeometry4f &b) { ColorGeometry4f result; interp_v4_v4v4(result, a, b, factor); return result; } /** \} */ /* -------------------------------------------------------------------- */ /** \name Mix a dynamic amount of values with weights for many elements. * * This section provides an abstraction for "mixers". The abstraction encapsulates details about * how different types should be mixed. Usually #DefaultMixer should be used to get a mixer for * a specific type. * \{ */ template class SimpleMixer { private: MutableSpan buffer_; T default_value_; Array total_weights_; public: /** * \param buffer: Span where the interpolated values should be stored. * \param default_value: Output value for an element that has not been affected by a #mix_in. */ SimpleMixer(MutableSpan buffer, T default_value = {}) : buffer_(buffer), default_value_(default_value), total_weights_(buffer.size(), 0.0f) { BLI_STATIC_ASSERT(std::is_trivial_v, ""); memset(buffer_.data(), 0, sizeof(T) * buffer_.size()); } /** * Mix a #value into the element with the given #index. */ void mix_in(const int64_t index, const T &value, const float weight = 1.0f) { BLI_assert(weight >= 0.0f); buffer_[index] += value * weight; total_weights_[index] += weight; } /** * Has to be called before the buffer provided in the constructor is used. */ void finalize() { for (const int64_t i : buffer_.index_range()) { const float weight = total_weights_[i]; if (weight > 0.0f) { buffer_[i] *= 1.0f / weight; } else { buffer_[i] = default_value_; } } } }; /** * Mixes together booleans with "or" while fitting the same interface as the other * mixers in order to be simpler to use. This mixing method has a few benefits: * - An "average" for selections is relatively meaningless. * - Predictable selection propagation is very super important. * - It's generally easier to remove an element from a selection that is slightly too large than * the opposite. */ class BooleanPropagationMixer { private: MutableSpan buffer_; public: /** * \param buffer: Span where the interpolated values should be stored. */ BooleanPropagationMixer(MutableSpan buffer) : buffer_(buffer) { buffer_.fill(false); } /** * Mix a #value into the element with the given #index. */ void mix_in(const int64_t index, const bool value, [[maybe_unused]] const float weight = 1.0f) { buffer_[index] |= value; } /** * Does not do anything, since the mixing is trivial. */ void finalize() { } }; /** * This mixer accumulates values in a type that is different from the one that is mixed. * Some types cannot encode the floating point weights in their values (e.g. int and bool). */ template class SimpleMixerWithAccumulationType { private: struct Item { /* Store both values together, because they are accessed together. */ AccumulationT value = {0}; float weight = 0.0f; }; MutableSpan buffer_; T default_value_; Array accumulation_buffer_; public: SimpleMixerWithAccumulationType(MutableSpan buffer, T default_value = {}) : buffer_(buffer), default_value_(default_value), accumulation_buffer_(buffer.size()) { } void mix_in(const int64_t index, const T &value, const float weight = 1.0f) { const AccumulationT converted_value = static_cast(value); Item &item = accumulation_buffer_[index]; item.value += converted_value * weight; item.weight += weight; } void finalize() { for (const int64_t i : buffer_.index_range()) { const Item &item = accumulation_buffer_[i]; if (item.weight > 0.0f) { const float weight_inv = 1.0f / item.weight; const T converted_value = ConvertToT(item.value * weight_inv); buffer_[i] = converted_value; } else { buffer_[i] = default_value_; } } } }; class ColorGeometryMixer { private: MutableSpan buffer_; ColorGeometry4f default_color_; Array total_weights_; public: ColorGeometryMixer(MutableSpan buffer, ColorGeometry4f default_color = ColorGeometry4f(0.0f, 0.0f, 0.0f, 1.0f)); void mix_in(int64_t index, const ColorGeometry4f &color, float weight = 1.0f); void finalize(); }; template struct DefaultMixerStruct { /* Use void by default. This can be checked for in `if constexpr` statements. */ using type = void; }; template<> struct DefaultMixerStruct { using type = SimpleMixer; }; template<> struct DefaultMixerStruct { using type = SimpleMixer; }; template<> struct DefaultMixerStruct { using type = SimpleMixer; }; template<> struct DefaultMixerStruct { /* Use a special mixer for colors. ColorGeometry4f can't be added/multiplied, because this is not * something one should usually do with colors. */ using type = ColorGeometryMixer; }; template<> struct DefaultMixerStruct { static int double_to_int(const double &value) { return static_cast(value); } /* Store interpolated ints in a double temporarily, so that weights are handled correctly. It * uses double instead of float so that it is accurate for all 32 bit integers. */ using type = SimpleMixerWithAccumulationType; }; template<> struct DefaultMixerStruct { static bool float_to_bool(const float &value) { return value >= 0.5f; } /* Store interpolated booleans in a float temporary. * Otherwise information provided by weights is easily rounded away. */ using type = SimpleMixerWithAccumulationType; }; template struct DefaultPropatationMixerStruct { /* Use void by default. This can be checked for in `if constexpr` statements. */ using type = typename DefaultMixerStruct::type; }; template<> struct DefaultPropatationMixerStruct { using type = BooleanPropagationMixer; }; /** * This mixer is meant for propagating attributes when creating new geometry. A key difference * with the default mixer is that booleans are mixed with "or" instead of "at least half" * (the default mixing for booleans). */ template using DefaultPropatationMixer = typename DefaultPropatationMixerStruct::type; /* Utility to get a good default mixer for a given type. This is `void` when there is no default * mixer for the given type. */ template using DefaultMixer = typename DefaultMixerStruct::type; /** \} */ } // namespace blender::attribute_math