Files
test/source/blender/blenkernel/intern/pbvh.cc
Joseph Eagar eae36be372 Refactor: Unify vertex and sculpt colors into new
color attribute system.

This commit removes sculpt colors from experimental
status and unifies it with vertex colors. It
introduces the concept of "color attributes", which
are any attributes that represents colors.  Color
attributes can be represented with byte or floating-point
numbers and can be stored in either vertices or
face corners.

Color attributes share a common namespace
(so you can no longer have a floating-point
sculpt color attribute and a byte vertex color
attribute with the same name).

Note: this commit does not include vertex paint mode,
      which is a separate patch, see:
      https://developer.blender.org/D14179

Differential Revision: https://developer.blender.org/D12587
Ref D12587
2022-04-05 11:42:55 -07:00

211 lines
5.6 KiB
C++

/* SPDX-License-Identifier: GPL-2.0-or-later */
/** \file
* \ingroup bke
*/
#include "MEM_guardedalloc.h"
#include "BLI_utildefines.h"
#include "BLI_bitmap.h"
#include "BLI_ghash.h"
#include "BLI_index_range.hh"
#include "BLI_math.h"
#include "BLI_rand.h"
#include "BLI_span.hh"
#include "BLI_task.h"
#include "DNA_mesh_types.h"
#include "DNA_meshdata_types.h"
#include "BKE_attribute.h"
#include "BKE_ccg.h"
#include "BKE_mesh.h"
#include "BKE_mesh_mapping.h"
#include "BKE_paint.h"
#include "BKE_pbvh.h"
#include "BKE_subdiv_ccg.h"
#include "PIL_time.h"
#include "GPU_buffers.h"
#include "bmesh.h"
#include "atomic_ops.h"
#include "pbvh_intern.h"
#include <climits>
using blender::IndexRange;
namespace blender::bke {
template<typename Func>
inline void to_static_color_type(const CustomDataType type, const Func &func)
{
switch (type) {
case CD_PROP_COLOR:
func(MPropCol());
break;
case CD_MLOOPCOL:
func(MLoopCol());
break;
default:
BLI_assert_unreachable();
break;
}
}
template<typename T> void to_float(const T &src, float dst[4]);
template<> void to_float(const MLoopCol &src, float dst[4])
{
rgba_uchar_to_float(dst, reinterpret_cast<const unsigned char *>(&src));
srgb_to_linearrgb_v3_v3(dst, dst);
}
template<> void to_float(const MPropCol &src, float dst[4])
{
copy_v4_v4(dst, src.color);
}
template<typename T> void from_float(const float src[4], T &dst);
template<> void from_float(const float src[4], MLoopCol &dst)
{
float temp[4];
linearrgb_to_srgb_v3_v3(temp, src);
temp[3] = src[3];
rgba_float_to_uchar(reinterpret_cast<unsigned char *>(&dst), temp);
}
template<> void from_float(const float src[4], MPropCol &dst)
{
copy_v4_v4(dst.color, src);
}
template<typename T>
static void pbvh_vertex_color_get(const PBVH &pbvh, int vertex, float r_color[4])
{
if (pbvh.color_domain == ATTR_DOMAIN_CORNER) {
const MeshElemMap &melem = pbvh.pmap[vertex];
int count = 0;
zero_v4(r_color);
for (const int i_poly : Span(melem.indices, melem.count)) {
const MPoly &mp = pbvh.mpoly[i_poly];
Span<T> colors{static_cast<const T *>(pbvh.color_layer->data) + mp.loopstart, mp.totloop};
Span<MLoop> loops{pbvh.mloop + mp.loopstart, mp.totloop};
for (const int i_loop : IndexRange(mp.totloop)) {
if (loops[i_loop].v == vertex) {
float temp[4];
to_float(colors[i_loop], temp);
add_v4_v4(r_color, temp);
count++;
}
}
}
if (count) {
mul_v4_fl(r_color, 1.0f / (float)count);
}
}
else {
to_float(static_cast<T *>(pbvh.color_layer->data)[vertex], r_color);
}
}
template<typename T>
static void pbvh_vertex_color_set(PBVH &pbvh, int vertex, const float color[4])
{
if (pbvh.color_domain == ATTR_DOMAIN_CORNER) {
const MeshElemMap &melem = pbvh.pmap[vertex];
for (const int i_poly : Span(melem.indices, melem.count)) {
const MPoly &mp = pbvh.mpoly[i_poly];
MutableSpan<T> colors{static_cast<T *>(pbvh.color_layer->data) + mp.loopstart, mp.totloop};
Span<MLoop> loops{pbvh.mloop + mp.loopstart, mp.totloop};
for (const int i_loop : IndexRange(mp.totloop)) {
if (loops[i_loop].v == vertex) {
from_float(color, colors[i_loop]);
}
}
}
}
else {
from_float(color, static_cast<T *>(pbvh.color_layer->data)[vertex]);
}
}
} // namespace blender::bke
extern "C" {
void BKE_pbvh_vertex_color_get(const PBVH *pbvh, int vertex, float r_color[4])
{
blender::bke::to_static_color_type(CustomDataType(pbvh->color_layer->type), [&](auto dummy) {
using T = decltype(dummy);
blender::bke::pbvh_vertex_color_get<T>(*pbvh, vertex, r_color);
});
}
void BKE_pbvh_vertex_color_set(PBVH *pbvh, int vertex, const float color[4])
{
blender::bke::to_static_color_type(CustomDataType(pbvh->color_layer->type), [&](auto dummy) {
using T = decltype(dummy);
blender::bke::pbvh_vertex_color_set<T>(*pbvh, vertex, color);
});
}
void BKE_pbvh_swap_colors(PBVH *pbvh,
const int *indices,
const int indices_num,
float (*r_colors)[4])
{
blender::bke::to_static_color_type(CustomDataType(pbvh->color_layer->type), [&](auto dummy) {
using T = decltype(dummy);
T *pbvh_colors = static_cast<T *>(pbvh->color_layer->data);
for (const int i : IndexRange(indices_num)) {
T temp = pbvh_colors[indices[i]];
blender::bke::from_float(r_colors[i], pbvh_colors[indices[i]]);
blender::bke::to_float(temp, r_colors[i]);
}
});
}
void BKE_pbvh_store_colors(PBVH *pbvh,
const int *indices,
const int indices_num,
float (*r_colors)[4])
{
blender::bke::to_static_color_type(CustomDataType(pbvh->color_layer->type), [&](auto dummy) {
using T = decltype(dummy);
T *pbvh_colors = static_cast<T *>(pbvh->color_layer->data);
for (const int i : IndexRange(indices_num)) {
blender::bke::to_float(pbvh_colors[indices[i]], r_colors[i]);
}
});
}
void BKE_pbvh_store_colors_vertex(PBVH *pbvh,
const int *indices,
const int indices_num,
float (*r_colors)[4])
{
if (pbvh->color_domain == ATTR_DOMAIN_POINT) {
BKE_pbvh_store_colors(pbvh, indices, indices_num, r_colors);
}
else {
blender::bke::to_static_color_type(CustomDataType(pbvh->color_layer->type), [&](auto dummy) {
using T = decltype(dummy);
for (const int i : IndexRange(indices_num)) {
blender::bke::pbvh_vertex_color_get<T>(*pbvh, indices[i], r_colors[i]);
}
});
}
}
}