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/* SPDX-License-Identifier: GPL-2.0-or-later */
#include "BKE_attribute_math.hh"
namespace blender::attribute_math {
ColorGeometry4fMixer::ColorGeometry4fMixer(MutableSpan<ColorGeometry4f> 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<ColorGeometry4b> 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
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