/* SPDX-License-Identifier: GPL-2.0-or-later */ #include "BKE_attribute_math.hh" namespace blender::attribute_math { ColorGeometry4fMixer::ColorGeometry4fMixer(MutableSpan output_buffer, ColorGeometry4f default_color) : buffer_(output_buffer), default_color_(default_color), total_weights_(output_buffer.size(), 0.0f) { buffer_.fill(ColorGeometry4f(0.0f, 0.0f, 0.0f, 0.0f)); } void ColorGeometry4fMixer::mix_in(const int64_t index, const ColorGeometry4f &color, const float weight) { BLI_assert(weight >= 0.0f); ColorGeometry4f &output_color = buffer_[index]; output_color.r += color.r * weight; output_color.g += color.g * weight; output_color.b += color.b * weight; output_color.a += color.a * weight; total_weights_[index] += weight; } void ColorGeometry4fMixer::finalize() { for (const int64_t i : buffer_.index_range()) { const float weight = total_weights_[i]; ColorGeometry4f &output_color = buffer_[i]; if (weight > 0.0f) { const float weight_inv = 1.0f / weight; output_color.r *= weight_inv; output_color.g *= weight_inv; output_color.b *= weight_inv; output_color.a *= weight_inv; } else { output_color = default_color_; } } } ColorGeometry4bMixer::ColorGeometry4bMixer(MutableSpan buffer, ColorGeometry4b default_color) : buffer_(buffer), default_color_(default_color), total_weights_(buffer.size(), 0.0f), accumulation_buffer_(buffer.size(), float4(0, 0, 0, 0)) { } void ColorGeometry4bMixer::mix_in(int64_t index, const ColorGeometry4b &color, float weight) { BLI_assert(weight >= 0.0f); float4 &accum_value = accumulation_buffer_[index]; accum_value[0] += color.r * weight; accum_value[1] += color.g * weight; accum_value[2] += color.b * weight; accum_value[3] += color.a * weight; total_weights_[index] += weight; } void ColorGeometry4bMixer::finalize() { for (const int64_t i : buffer_.index_range()) { const float weight = total_weights_[i]; const float4 &accum_value = accumulation_buffer_[i]; ColorGeometry4b &output_color = buffer_[i]; if (weight > 0.0f) { const float weight_inv = 1.0f / weight; output_color.r = accum_value[0] * weight_inv; output_color.g = accum_value[1] * weight_inv; output_color.b = accum_value[2] * weight_inv; output_color.a = accum_value[3] * weight_inv; } else { output_color = default_color_; } } } } // namespace blender::attribute_math