Files
test2/source/blender/blenkernel/BKE_attribute_math.hh
Jacques Lucke 17672efa0e Geometry Nodes: initial attribute interpolation between domains
This patch adds support for accessing corner attributes on the point domain.
The immediate benefit of this is that now (interpolated) uv coordinates are
available on points without having to use the Point Distribute node.

This is also very useful for parts of T84297, because once we have vertex
colors, those will also be available on points, even though they are stored
per corner.

Differential Revision: https://developer.blender.org/D10305
2021-02-09 11:45:04 +01:00

257 lines
7.7 KiB
C++

/*
* 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_array.hh"
#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<typename Func>
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;
}
}
/* -------------------------------------------------------------------- */
/** \name Mix three values of the same type.
*
* This is typically used to interpolate values within a triangle.
* \{ */
template<typename T> 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<int>(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;
}
/** \} */
/* -------------------------------------------------------------------- */
/** \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<T> should be used to get a mixer for
* a specific type.
* \{ */
template<typename T> class SimpleMixer {
private:
MutableSpan<T> buffer_;
T default_value_;
Array<float> 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<T> buffer, T default_value = {})
: buffer_(buffer), default_value_(default_value), total_weights_(buffer.size(), 0.0f)
{
BLI_STATIC_ASSERT(std::is_trivial_v<T>, "");
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_;
}
}
}
};
/** 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<typename T, typename AccumulationT, T (*ConvertToT)(const AccumulationT &value)>
class SimpleMixerWithAccumulationType {
private:
struct Item {
/* Store both values together, because they are accessed together. */
AccumulationT value = {0};
float weight = 0.0f;
};
MutableSpan<T> buffer_;
T default_value_;
Array<Item> accumulation_buffer_;
public:
SimpleMixerWithAccumulationType(MutableSpan<T> 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<AccumulationT>(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 Color4fMixer {
private:
MutableSpan<Color4f> buffer_;
Color4f default_color_;
Array<float> total_weights_;
public:
Color4fMixer(MutableSpan<Color4f> buffer, Color4f default_color = {0, 0, 0, 1});
void mix_in(const int64_t index, const Color4f &color, const float weight = 1.0f);
void finalize();
};
template<typename T> struct DefaultMixerStruct {
/* Use void by default. This can be check for in `if constexpr` statements. */
using type = void;
};
template<> struct DefaultMixerStruct<float> {
using type = SimpleMixer<float>;
};
template<> struct DefaultMixerStruct<float2> {
using type = SimpleMixer<float2>;
};
template<> struct DefaultMixerStruct<float3> {
using type = SimpleMixer<float3>;
};
template<> struct DefaultMixerStruct<Color4f> {
/* Use a special mixer for colors. Color4f can't be added/multiplied, because this is not
* something one should usually do with colors. */
using type = Color4fMixer;
};
template<> struct DefaultMixerStruct<int> {
static int double_to_int(const double &value)
{
return static_cast<int>(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<int, double, double_to_int>;
};
template<> struct DefaultMixerStruct<bool> {
static bool float_to_bool(const float &value)
{
return value >= 0.5f;
}
/* Store interpolated bools in a float temporary. Otherwise information provided by weights is
* easily rounded away. */
using type = SimpleMixerWithAccumulationType<bool, float, float_to_bool>;
};
/* 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<typename T> using DefaultMixer = typename DefaultMixerStruct<T>::type;
/** \} */
} // namespace blender::attribute_math