Fix T97761: incorrect mixing of integers
Sometimes integers are mixed using float weights. In those cases the mixed result has to be converted from into float again. Previously, this was done using a simple cast, which was unexpected because e.g. 14.999 would be cast to 14 instead of 15. Now, the values are rounded properly. This can affect existing files unfortunately without a good option for versioning. Gladly, very few files seem to depend on the details of the old behavior. Differential Revision: https://developer.blender.org/D14892
This commit is contained in:
parent
342e12d6d9
commit
2e70af5cd5
Notes:
blender-bot
2023-02-14 02:27:56 +01:00
Referenced by issue #98298, Regression: Attribute capture yields broken results Referenced by issue #97761, Truncation Error for Integers Capture on Points after Resampling
|
@ -56,7 +56,7 @@ template<typename T> T mix3(const float3 &weights, const T &v0, const T &v1, con
|
|||
template<>
|
||||
inline int8_t mix3(const float3 &weights, const int8_t &v0, const int8_t &v1, const int8_t &v2)
|
||||
{
|
||||
return static_cast<int8_t>(weights.x * v0 + weights.y * v1 + weights.z * v2);
|
||||
return static_cast<int8_t>(std::round(weights.x * v0 + weights.y * v1 + weights.z * v2));
|
||||
}
|
||||
|
||||
template<> inline bool mix3(const float3 &weights, const bool &v0, const bool &v1, const bool &v2)
|
||||
|
@ -66,7 +66,7 @@ template<> inline bool mix3(const float3 &weights, const bool &v0, const bool &v
|
|||
|
||||
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);
|
||||
return static_cast<int>(std::round(weights.x * v0 + weights.y * v1 + weights.z * v2));
|
||||
}
|
||||
|
||||
template<>
|
||||
|
@ -131,12 +131,12 @@ template<> inline bool mix2(const float factor, const bool &a, const bool &b)
|
|||
|
||||
template<> inline int8_t mix2(const float factor, const int8_t &a, const int8_t &b)
|
||||
{
|
||||
return static_cast<int8_t>((1.0f - factor) * a + factor * b);
|
||||
return static_cast<int8_t>(std::round((1.0f - factor) * a + factor * b));
|
||||
}
|
||||
|
||||
template<> inline int mix2(const float factor, const int &a, const int &b)
|
||||
{
|
||||
return static_cast<int>((1.0f - factor) * a + factor * b);
|
||||
return static_cast<int>(std::round((1.0f - factor) * a + factor * b));
|
||||
}
|
||||
|
||||
template<> inline float mix2(const float factor, const float &a, const float &b)
|
||||
|
@ -356,7 +356,7 @@ template<> struct DefaultMixerStruct<ColorGeometry4b> {
|
|||
template<> struct DefaultMixerStruct<int> {
|
||||
static int double_to_int(const double &value)
|
||||
{
|
||||
return static_cast<int>(value);
|
||||
return static_cast<int>(std::round(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. */
|
||||
|
@ -375,7 +375,7 @@ template<> struct DefaultMixerStruct<bool> {
|
|||
template<> struct DefaultMixerStruct<int8_t> {
|
||||
static int8_t float_to_int8_t(const float &value)
|
||||
{
|
||||
return static_cast<int8_t>(value);
|
||||
return static_cast<int8_t>(std::round(value));
|
||||
}
|
||||
/* Store interpolated 8 bit integers in a float temporarily to increase accuracy. */
|
||||
using type = SimpleMixerWithAccumulationType<int8_t, float, float_to_int8_t>;
|
||||
|
|
|
@ -108,12 +108,20 @@ template<typename T,
|
|||
BLI_ENABLE_IF((is_math_float_type<FactorT>))>
|
||||
inline T interpolate(const T &a, const T &b, const FactorT &t)
|
||||
{
|
||||
return a * (1 - t) + b * t;
|
||||
auto result = a * (1 - t) + b * t;
|
||||
if constexpr (std::is_integral_v<T> && std::is_floating_point_v<FactorT>) {
|
||||
result = std::round(result);
|
||||
}
|
||||
return result;
|
||||
}
|
||||
|
||||
template<typename T> inline T midpoint(const T &a, const T &b)
|
||||
{
|
||||
return (a + b) * T(0.5);
|
||||
auto result = (a + b) * T(0.5);
|
||||
if constexpr (std::is_integral_v<T>) {
|
||||
result = std::round(result);
|
||||
}
|
||||
return result;
|
||||
}
|
||||
|
||||
} // namespace blender::math
|
||||
|
|
Loading…
Reference in New Issue