Commit Graph

7 Commits

Author SHA1 Message Date
Iliay Katueshenock
55a332da64 Attribute Math: Improve performance of mixer in some cases
The `DefaultMixer` for mixing generic data types has some issues:
1. The full buffer is always zeroed, even if only some is used.
2. Finalizing also works on all values, even if only some are used.
3. "mixing" doesn't allow setting the first value, requiring that
everything is cleared beforehand.

This commit adds the following functionality:
1. Constructor with the specified `IndexMask` for preliminary zeroing.
2. `set` method to overwrite the value.
3. `finalize` with the specified mask to process a subset of values.

This is useful in situations where you want to use the
DefaultMixer without having to overwrite all the values many times.

A performance improvement was observed for NURBS curve evaluation and
attribute interpolation from the point to curve domain of about 15% and
35% respectively (100,000 curves).

Differential Revision: https://developer.blender.org/D15434
2022-08-03 10:18:02 -05:00
b9799dfb8a Geometry Nodes: better support for byte color attributes
Since {rBeae36be372a6b16ee3e76eff0485a47da4f3c230} the distinction
between float and byte colors is more explicit in the ui. So far, geometry
nodes couldn't really deal with byte colors in general. This patch fixes that.
There is still only one color socket, which contains float colors. Conversion
to and from byte colors is done when read from or writing to attributes.

* Support writing to byte color attributes in Store Named Attribute node.
* Support converting to/from byte color in attribute conversion operator.
* Support propagating byte color attributes.
* Add all the implicit conversions from byte colors to the other types.
* Display byte colors as integers in spreadsheet.

Differential Revision: https://developer.blender.org/D14705
2022-04-21 16:11:26 +02:00
c434782e3a File headers: SPDX License migration
Use a shorter/simpler license convention, stops the header taking so
much space.

Follow the SPDX license specification: https://spdx.org/licenses

- C/C++/objc/objc++
- Python
- Shell Scripts
- CMake, GNUmakefile

While most of the source tree has been included

- `./extern/` was left out.
- `./intern/cycles` & `./intern/atomic` are also excluded because they
  use different header conventions.

doc/license/SPDX-license-identifiers.txt has been added to list SPDX all
used identifiers.

See P2788 for the script that automated these edits.

Reviewed By: brecht, mont29, sergey

Ref D14069
2022-02-11 09:14:36 +11:00
Jeroen Bakker
cb8a6814fd Blenlib: Explicit Colors.
Colors are often thought of as being 4 values that make up that can make any color.
But that is of course too limited. In C we didn’t spend time to annotate what we meant
when using colors.

Recently `BLI_color.hh` was made to facilitate color structures in CPP. CPP has possibilities to
enforce annotating structures during compilation and can adds conversions between them using
function overloading and explicit constructors.

The storage structs can hold 4 channels (r, g, b and a).

Usage:

Convert a theme byte color to a linearrgb premultiplied.
```
ColorTheme4b theme_color;
ColorSceneLinear4f<eAlpha::Premultiplied> linearrgb_color =
    BLI_color_convert_to_scene_linear(theme_color).premultiply_alpha();
```

The API is structured to make most use of inlining. Most notable are space
conversions done via `BLI_color_convert_to*` functions.

- Conversions between spaces (theme <=> scene linear) should always be done by
  invoking the `BLI_color_convert_to*` methods.
- Encoding colors (compressing to store colors inside a less precision storage)
  should be done by invoking the `encode` and `decode` methods.
- Changing alpha association should be done by invoking `premultiply_alpha` or
  `unpremultiply_alpha` methods.

# Encoding.

Color encoding is used to store colors with less precision as in using `uint8_t` in
stead of `float`. This encoding is supported for `eSpace::SceneLinear`.
To make this clear to the developer the `eSpace::SceneLinearByteEncoded`
space is added.

# Precision

Colors can be stored using `uint8_t` or `float` colors. The conversion
between the two precisions are available as methods. (`to_4b` and
`to_4f`).

# Alpha conversion

Alpha conversion is only supported in SceneLinear space.

Extending:
- This file can be extended with `ColorHex/Hsl/Hsv` for different representations
  of rgb based colors. `ColorHsl4f<eSpace::SceneLinear, eAlpha::Premultiplied>`
- Add non RGB spaces/storages ColorXyz.

Reviewed By: JacquesLucke, brecht

Differential Revision: https://developer.blender.org/D10978
2021-05-25 17:16:54 +02:00
00955cd31e Revert "Blenlib: Explicit Colors."
This reverts commit fd94e03344.
does not compile against latest master.
2021-05-25 17:03:54 +02:00
Jeroen Bakker
fd94e03344 Blenlib: Explicit Colors.
Colors are often thought of as being 4 values that make up that can make any color.
But that is of course too limited. In C we didn’t spend time to annotate what we meant
when using colors.

Recently `BLI_color.hh` was made to facilitate color structures in CPP. CPP has possibilities to
enforce annotating structures during compilation and can adds conversions between them using
function overloading and explicit constructors.

The storage structs can hold 4 channels (r, g, b and a).

Usage:

Convert a theme byte color to a linearrgb premultiplied.
```
ColorTheme4b theme_color;
ColorSceneLinear4f<eAlpha::Premultiplied> linearrgb_color =
    BLI_color_convert_to_scene_linear(theme_color).premultiply_alpha();
```

The API is structured to make most use of inlining. Most notable are space
conversions done via `BLI_color_convert_to*` functions.

- Conversions between spaces (theme <=> scene linear) should always be done by
  invoking the `BLI_color_convert_to*` methods.
- Encoding colors (compressing to store colors inside a less precision storage)
  should be done by invoking the `encode` and `decode` methods.
- Changing alpha association should be done by invoking `premultiply_alpha` or
  `unpremultiply_alpha` methods.

# Encoding.

Color encoding is used to store colors with less precision as in using `uint8_t` in
stead of `float`. This encoding is supported for `eSpace::SceneLinear`.
To make this clear to the developer the `eSpace::SceneLinearByteEncoded`
space is added.

# Precision

Colors can be stored using `uint8_t` or `float` colors. The conversion
between the two precisions are available as methods. (`to_4b` and
`to_4f`).

# Alpha conversion

Alpha conversion is only supported in SceneLinear space.

Extending:
- This file can be extended with `ColorHex/Hsl/Hsv` for different representations
  of rgb based colors. `ColorHsl4f<eSpace::SceneLinear, eAlpha::Premultiplied>`
- Add non RGB spaces/storages ColorXyz.

Reviewed By: JacquesLucke, brecht

Differential Revision: https://developer.blender.org/D10978
2021-05-25 17:01:26 +02:00
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