95 lines
2.7 KiB
C++
95 lines
2.7 KiB
C++
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/*
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* This program is free software; you can redistribute it and/or
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* modify it under the terms of the GNU General Public License
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* as published by the Free Software Foundation; either version 2
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* of the License, or (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, write to the Free Software Foundation,
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* Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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*/
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#include "BLI_color.hh"
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#include "BLI_float2.hh"
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#include "BLI_float3.hh"
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#include "DNA_customdata_types.h"
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namespace blender::attribute_math {
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/**
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* Utility function that simplifies calling a templated function based on a custom data type.
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*/
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template<typename Func>
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void convert_to_static_type(const CustomDataType data_type, const Func &func)
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{
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switch (data_type) {
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case CD_PROP_FLOAT:
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func(float());
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break;
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case CD_PROP_FLOAT2:
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func(float2());
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break;
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case CD_PROP_FLOAT3:
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func(float3());
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break;
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case CD_PROP_INT32:
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func(int());
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break;
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case CD_PROP_BOOL:
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func(bool());
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break;
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case CD_PROP_COLOR:
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func(Color4f());
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break;
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default:
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BLI_assert(false);
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break;
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}
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}
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/* Interpolate between three values. */
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template<typename T> T mix3(const float3 &weights, const T &v0, const T &v1, const T &v2);
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template<> inline bool mix3(const float3 &weights, const bool &v0, const bool &v1, const bool &v2)
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{
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return (weights.x * v0 + weights.y * v1 + weights.z * v2) >= 0.5f;
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}
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template<> inline int mix3(const float3 &weights, const int &v0, const int &v1, const int &v2)
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{
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return static_cast<int>(weights.x * v0 + weights.y * v1 + weights.z * v2);
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}
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template<>
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inline float mix3(const float3 &weights, const float &v0, const float &v1, const float &v2)
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{
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return weights.x * v0 + weights.y * v1 + weights.z * v2;
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}
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template<>
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inline float2 mix3(const float3 &weights, const float2 &v0, const float2 &v1, const float2 &v2)
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{
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return weights.x * v0 + weights.y * v1 + weights.z * v2;
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}
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template<>
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inline float3 mix3(const float3 &weights, const float3 &v0, const float3 &v1, const float3 &v2)
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{
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return weights.x * v0 + weights.y * v1 + weights.z * v2;
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}
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template<>
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inline Color4f mix3(const float3 &weights, const Color4f &v0, const Color4f &v1, const Color4f &v2)
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{
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Color4f result;
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interp_v4_v4v4v4(result, v0, v1, v2, weights);
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return result;
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}
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} // namespace blender::attribute_math
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