Esempio n. 1
0
PixelTiempo Splines::alentarPixel(const PixelTiempo &P, int c0, int c1) const
{
	int q = (c1 - 1) / (c0 - 1);

	PixelTiempo r(c1);

	bool finish = false;
	for (int f = 0; f <= (c0 - 1) / reset && !finish; f++)
	{
		int first = f * reset;
		int last = std::min(reset * (f + 1), (int) P.size() - 1);

		if (std::min(reset * (f + 2), (int) P.size() - 1) - last < 2)
		{
			last = P.size() - 1;
			finish = true;
		}

		std::vector <Polynomial> z = buildSpline(Vector(P.begin() + (f * reset), P.begin() + last), q);
		for (int i = 0; i < last - (f * reset); i++)
		{
			for (int j = 0; j < q; j++)
			{
				double x = ((f * reset + i) * q) + j;
				r[x] = toPixel(z[i].a + z[i].b * j + z[i].c * std::pow(j, 2) + z[i].d * std::pow(j, 3));
			}
		}
	}
	r[c1 - 1] = P[c0 - 1];

	return r ;
}
InsetStackItem RasterLayerProperties::getConfig() const
{
  InsetStackItem cfg;

  // in the InsetStackItem:
  // 'maxlevel' is the level to use for the blend (not the inset's max)
  // 'override' max is the level we want to use regardless of the
  //   inset's max level
  // GetInsetLevels() extracts the inset's min/max level from the inset

  cfg.dataAsset = assetNameLabel->text().latin1();

  uint insetmin = 0;
  uint insetmax = 0;
  GetMinMaxLevels(cfg.dataAsset, insetmin, insetmax);

  cfg.overridemax = toPixel( overrideMaxSpin->value() );
  if ( cfg.overridemax == insetmax )
    cfg.overridemax = 0;

  //cfg.peergroup = peerGroupSpin->value();

  cfg.maxlevel = cfg.overridemax;
  if (!cfg.maxlevel) {
    cfg.maxlevel = insetmax;
  } else if (cfg.maxlevel > insetmax) {
    cfg.maxlevel = insetmax;
  } else if (cfg.maxlevel < insetmin) {
    cfg.maxlevel = insetmin;
  }

  return cfg;
}
Esempio n. 3
0
void MarginValueWidget::slotValueChanged(double v)
{
    if(!m_block)
    {
        m_margin = toPixel(v, m_mode);
        emit marginChanged(margin());
    }
}
Esempio n. 4
0
// Uses image plane coordinates to construct rays from lens
Colour Camera::sampleLens(double x, double y) const {
    x = (x * focalDistance_) / factor_;
    y = (y * focalDistance_) / factor_;
    
    Colour col;

    // sample aperture disk for DOF, if not pinhole camera
    if ( apertureRadius_ > std::numeric_limits<double>::epsilon() && apertureSampler_.n() > 1) {

        for (auto const& sample : apertureSampler_)
        {
            // respect the jacobian when sampling disk
            double r = sqrt(sample[0])*apertureRadius_;
            double theta = 2*M_PI*sample[1];

            // find the aperture point that acts as the origin of the ray
            Point3D aperturePoint(r*cos(theta),
                                  r*sin(theta), 0);
            // get direction to focus point
            Vector3D toPixel(Point3D(x, y, -focalDistance_) - aperturePoint);

            // construct ray
            Ray3D ray(viewToWorld_.transformPoint(aperturePoint.v),
                      viewToWorld_.transformVector(toPixel.v));

            // sample scene with ray
            col += sceneSamplingFunc_(ray); 
        }

        // divide by number of samples taken by the sampler
        col /= apertureSampler_.n() ;
    }
    // otherwise it's a pinhole camera
    else {
        // shoot a single ray directly through center of aperture
        Ray3D ray(eye_, viewToWorld_.transformVector(Eigen::Vector3d(x, y, -focalDistance_)));
        col += sceneSamplingFunc_(ray); 
    }

    return col;
}
Esempio n. 5
0
float MarginValueWidget::margin()
{
    // Force synchronization
    m_margin = toPixel(value(), m_mode);
    return m_margin;
}