This patch implements the vector types (i.e:`float2`) by making heavy usage of templating. All vector functions are now outside of the vector classes (inside the `blender::math` namespace) and are not vector size dependent for the most part. In the ongoing effort to make shaders less GL centric, we are aiming to share more code between GLSL and C++ to avoid code duplication. ####Motivations: - We are aiming to share UBO and SSBO structures between GLSL and C++. This means we will use many of the existing vector types and others we currently don't have (uintX, intX). All these variations were asking for many more code duplication. - Deduplicate existing code which is duplicated for each vector size. - We also want to share small functions. Which means that vector functions should be static and not in the class namespace. - Reduce friction to use these types in new projects due to their incompleteness. - The current state of the `BLI_(float|double|mpq)(2|3|4).hh` is a bit of a let down. Most clases are incomplete, out of sync with each others with different codestyles, and some functions that should be static are not (i.e: `float3::reflect()`). ####Upsides: - Still support `.x, .y, .z, .w` for readability. - Compact, readable and easilly extendable. - All of the vector functions are available for all the vectors types and can be restricted to certain types. Also template specialization let us define exception for special class (like mpq). - With optimization ON, the compiler unroll the loops and performance is the same. ####Downsides: - Might impact debugability. Though I would arge that the bugs are rarelly caused by the vector class itself (since the operations are quite trivial) but by the type conversions. - Might impact compile time. I did not saw a significant impact since the usage is not really widespread. - Functions needs to be rewritten to support arbitrary vector length. For instance, one can't call `len_squared_v3v3` in `math::length_squared()` and call it a day. - Type cast does not work with the template version of the `math::` vector functions. Meaning you need to manually cast `float *` and `(float *)[3]` to `float3` for the function calls. i.e: `math::distance_squared(float3(nearest.co), positions[i]);` - Some parts might loose in readability: `float3::dot(v1.normalized(), v2.normalized())` becoming `math::dot(math::normalize(v1), math::normalize(v2))` But I propose, when appropriate, to use `using namespace blender::math;` on function local or file scope to increase readability. `dot(normalize(v1), normalize(v2))` ####Consideration: - Include back `.length()` method. It is quite handy and is more C++ oriented. - I considered the GLM library as a candidate for replacement. It felt like too much for what we need and would be difficult to extend / modify to our needs. - I used Macros to reduce code in operators declaration and potential copy paste bugs. This could reduce debugability and could be reverted. - This touches `delaunay_2d.cc` and the intersection code. I would like to know @howardt opinion on the matter. - The `noexcept` on the copy constructor of `mpq(2|3)` is being removed. But according to @JacquesLucke it is not a real problem for now. I would like to give a huge thanks to @JacquesLucke who helped during this and pushed me to reduce the duplication further. Reviewed By: brecht, sergey, JacquesLucke Differential Revision: https://developer.blender.org/D13791
131 lines
3.4 KiB
C++
131 lines
3.4 KiB
C++
/*
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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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* Copyright 2011, Blender Foundation.
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*/
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#pragma once
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#include "BLI_math_vec_types.hh"
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#include "DNA_vec_types.h"
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namespace blender::compositor {
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using Size2f = float2;
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enum class eExecutionModel {
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/**
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* Operations are executed from outputs to inputs grouped in execution groups and rendered
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* in tiles.
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*/
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Tiled,
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/** Operations are fully rendered in order from inputs to outputs. */
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FullFrame
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};
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enum class eDimension { X, Y };
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/**
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* \brief possible data types for sockets
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* \ingroup Model
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*/
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enum class DataType {
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/** \brief Value data type */
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Value = 0,
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/** \brief Vector data type */
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Vector = 1,
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/** \brief Color data type */
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Color = 2,
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};
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/**
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* Utility to get the number of channels of the given data type.
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*/
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constexpr int COM_data_type_num_channels(const DataType datatype)
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{
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switch (datatype) {
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case DataType::Value:
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return 1;
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case DataType::Vector:
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return 3;
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case DataType::Color:
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default:
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return 4;
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}
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}
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constexpr int COM_data_type_bytes_len(DataType data_type)
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{
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return COM_data_type_num_channels(data_type) * sizeof(float);
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}
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constexpr int COM_DATA_TYPE_VALUE_CHANNELS = COM_data_type_num_channels(DataType::Value);
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constexpr int COM_DATA_TYPE_VECTOR_CHANNELS = COM_data_type_num_channels(DataType::Vector);
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constexpr int COM_DATA_TYPE_COLOR_CHANNELS = COM_data_type_num_channels(DataType::Color);
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constexpr float COM_COLOR_TRANSPARENT[4] = {0.0f, 0.0f, 0.0f, 0.0f};
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constexpr float COM_VECTOR_ZERO[3] = {0.0f, 0.0f, 0.0f};
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constexpr float COM_COLOR_BLACK[4] = {0.0f, 0.0f, 0.0f, 1.0f};
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constexpr float COM_VALUE_ZERO[1] = {0.0f};
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constexpr float COM_VALUE_ONE[1] = {1.0f};
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/**
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* Utility to get data type for given number of channels.
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*/
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constexpr DataType COM_num_channels_data_type(const int num_channels)
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{
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switch (num_channels) {
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case 1:
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return DataType::Value;
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case 3:
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return DataType::Vector;
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case 4:
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default:
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return DataType::Color;
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}
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}
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/* Configurable items.
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*
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* Chunk size determination.
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*
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* Chunk order. */
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/**
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* \brief The order of chunks to be scheduled
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* \ingroup Execution
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*/
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enum class ChunkOrdering {
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/** \brief order from a distance to centerX/centerY */
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CenterOut = 0,
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/** \brief order randomly */
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Random = 1,
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/** \brief no ordering */
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TopDown = 2,
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/** \brief experimental ordering with 9 hot-spots. */
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RuleOfThirds = 3,
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Default = ChunkOrdering::CenterOut,
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};
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constexpr float COM_PREVIEW_SIZE = 140.f;
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constexpr float COM_RULE_OF_THIRDS_DIVIDER = 100.0f;
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constexpr float COM_BLUR_BOKEH_PIXELS = 512;
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constexpr rcti COM_AREA_NONE = {0, 0, 0, 0};
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constexpr rcti COM_CONSTANT_INPUT_AREA_OF_INTEREST = COM_AREA_NONE;
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} // namespace blender::compositor
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