Esempio n. 1
0
void min(float4 *res,
         float4 tmp0x, float4 tmp0y, float4 tmp0z, float4 tmp0w,
         float4 tmp1x, float4 tmp1y, float4 tmp1z, float4 tmp1w)
{
   res[0] = minvec(tmp0x, tmp1x);
   res[1] = minvec(tmp0y, tmp1y);
   res[2] = minvec(tmp0z, tmp1z);
   res[3] = minvec(tmp0w, tmp1w);
}
Esempio n. 2
0
bool
ImageBufAlgo::clamp (ImageBuf &dst, const ImageBuf &src,
                     float min, float max,
                     bool clampalpha01, ROI roi, int nthreads)
{
    std::vector<float> minvec (src.nchannels(), min);
    std::vector<float> maxvec (src.nchannels(), max);
    return clamp (dst, src, &minvec[0], &maxvec[0], clampalpha01, roi, nthreads);
}
Esempio n. 3
0
bool
ImageBufAlgo::clamp (ImageBuf &dst, float min, float max,
                     bool clampalpha01, ROI roi, int nthreads)
{
    IBAprep (roi, &dst);
    std::vector<float> minvec (dst.nchannels(), min);
    std::vector<float> maxvec (dst.nchannels(), max);
    OIIO_DISPATCH_TYPES ("clamp", clamp_, dst.spec().format, dst,
                         &minvec[0], &maxvec[0], clampalpha01, roi, nthreads);
    return false;
}
Esempio n. 4
0
void lit(float4 *res,
         float4 tmp0x, float4 tmp0y, float4 tmp0z, float4 tmp0w)
{
   const float4 zerovec = (float4) {0.0, 0.0, 0.0, 0.0};
   const float4 min128 = (float4) {-128.f, -128.f, -128.f, -128.f};
   const float4 plus128 = (float4) {128.f,  128.f,  128.f,  128.f};

   res[0] = (float4){1.0, 1.0, 1.0, 1.0};
   if (tmp0x.x > 0) {
      float4 tmpy = maxvec(tmp0y, zerovec);
      float4 tmpw = minvec(tmp0w, plus128);
      tmpw = maxvec(tmpw, min128);
      res[1] = tmp0x;
      res[2] = powvec(tmpy, tmpw);
   } else {
      res[1] = zerovec;
      res[2] = zerovec;
   }
   res[3] = (float4){1.0, 1.0, 1.0, 1.0};
}
Esempio n. 5
0
void CameraTool::setCameraConstraint ( int nodeid, float percentOfView )
{
    float minarr[3], maxarr[3];
    get_bbox ( nodeid, minarr, maxarr );
    SGR::vec3f minvec(minarr), maxvec(maxarr);
    SGR::vec3f sz = (maxvec - minvec) / percentOfView;
    SGR::vec3f center = ( minvec + maxvec ) / 2.0f;

    QSize wndsize ( _pview->getWidth(), _pview->getHeight() );
    if ( wndsize.width() > wndsize.height() )
	sz.x ( (wndsize.width() / wndsize.height()) * sz.y () );
    else
	sz.y ( (wndsize.height() / wndsize.width()) * sz.x () );

    _minTranslate = center - (sz / 2.0f);
    _maxTranslate = center + (sz / 2.0f);

    _minScale = calcScale ( _minTranslate, _maxTranslate );
    _maxScale = 1;
    _isInConstraintMode = true;
}