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
87 lines
2.6 KiB
C++
87 lines
2.6 KiB
C++
/* SPDX-License-Identifier: GPL-2.0-or-later */
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#include "BKE_attribute_math.hh"
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namespace blender::attribute_math {
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ColorGeometry4fMixer::ColorGeometry4fMixer(MutableSpan<ColorGeometry4f> output_buffer,
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ColorGeometry4f default_color)
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: buffer_(output_buffer),
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default_color_(default_color),
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total_weights_(output_buffer.size(), 0.0f)
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{
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buffer_.fill(ColorGeometry4f(0.0f, 0.0f, 0.0f, 0.0f));
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}
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void ColorGeometry4fMixer::mix_in(const int64_t index,
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const ColorGeometry4f &color,
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const float weight)
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{
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BLI_assert(weight >= 0.0f);
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ColorGeometry4f &output_color = buffer_[index];
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output_color.r += color.r * weight;
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output_color.g += color.g * weight;
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output_color.b += color.b * weight;
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output_color.a += color.a * weight;
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total_weights_[index] += weight;
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}
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void ColorGeometry4fMixer::finalize()
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{
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for (const int64_t i : buffer_.index_range()) {
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const float weight = total_weights_[i];
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ColorGeometry4f &output_color = buffer_[i];
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if (weight > 0.0f) {
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const float weight_inv = 1.0f / weight;
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output_color.r *= weight_inv;
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output_color.g *= weight_inv;
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output_color.b *= weight_inv;
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output_color.a *= weight_inv;
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}
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else {
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output_color = default_color_;
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}
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}
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}
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ColorGeometry4bMixer::ColorGeometry4bMixer(MutableSpan<ColorGeometry4b> buffer,
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ColorGeometry4b default_color)
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: buffer_(buffer),
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default_color_(default_color),
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total_weights_(buffer.size(), 0.0f),
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accumulation_buffer_(buffer.size(), float4(0, 0, 0, 0))
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{
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}
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void ColorGeometry4bMixer::mix_in(int64_t index, const ColorGeometry4b &color, float weight)
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{
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BLI_assert(weight >= 0.0f);
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float4 &accum_value = accumulation_buffer_[index];
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accum_value[0] += color.r * weight;
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accum_value[1] += color.g * weight;
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accum_value[2] += color.b * weight;
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accum_value[3] += color.a * weight;
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total_weights_[index] += weight;
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}
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void ColorGeometry4bMixer::finalize()
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{
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for (const int64_t i : buffer_.index_range()) {
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const float weight = total_weights_[i];
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const float4 &accum_value = accumulation_buffer_[i];
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ColorGeometry4b &output_color = buffer_[i];
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if (weight > 0.0f) {
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const float weight_inv = 1.0f / weight;
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output_color.r = accum_value[0] * weight_inv;
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output_color.g = accum_value[1] * weight_inv;
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output_color.b = accum_value[2] * weight_inv;
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output_color.a = accum_value[3] * weight_inv;
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}
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else {
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output_color = default_color_;
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}
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}
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}
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} // namespace blender::attribute_math
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