コード例 #1
0
MINLINE int len_manhattan_v2v2_int(const int a[2], const int b[2])
{
	int d[2];

	sub_v2_v2v2_int(d, b, a);
	return len_manhattan_v2_int(d);
}
コード例 #2
0
ファイル: paint_image_2d.c プロジェクト: DrangPo/blender
static void paint_2d_lift_soften(ImagePaintState *s, ImBuf *ibuf, ImBuf *ibufb, int *pos, const short tile)
{
	bool sharpen = (s->painter->cache.invert ^ ((s->brush->flag & BRUSH_DIR_IN) != 0));
	float threshold = s->brush->sharp_threshold;
	int x, y, xi, yi, xo, yo, xk, yk;
	float count;
	int out_off[2], in_off[2], dim[2];
	int diff_pos[2];
	float outrgb[4];
	float rgba[4];
	BlurKernel *kernel = s->blurkernel;

	dim[0] = ibufb->x;
	dim[1] = ibufb->y;
	in_off[0] = pos[0];
	in_off[1] = pos[1];
	out_off[0] = out_off[1] = 0;

	if (!tile) {
		IMB_rectclip(ibuf, ibufb, &in_off[0], &in_off[1], &out_off[0],
		             &out_off[1], &dim[0], &dim[1]);

		if ((dim[0] == 0) || (dim[1] == 0))
			return;
	}

	/* find offset inside mask buffers to sample them */
	sub_v2_v2v2_int(diff_pos, out_off, in_off);

	for (y = 0; y < dim[1]; y++) {
		for (x = 0; x < dim[0]; x++) {
			/* get input pixel */
			xi = in_off[0] + x;
			yi = in_off[1] + y;

			count = 0.0;
			if (tile) {
				paint_2d_ibuf_tile_convert(ibuf, &xi, &yi, tile);
				if (xi < ibuf->x && xi >= 0 && yi < ibuf->y && yi >= 0)
					paint_2d_ibuf_rgb_get(ibuf, xi, yi, rgba);
				else
					zero_v4(rgba);
			}
			else {
				/* coordinates have been clipped properly here, it should be safe to do this */
				paint_2d_ibuf_rgb_get(ibuf, xi, yi, rgba);
			}
			zero_v4(outrgb);

			for (yk = 0; yk < kernel->side; yk++) {
				for (xk = 0; xk < kernel->side; xk++) {
					count += paint_2d_ibuf_add_if(ibuf, xi + xk - kernel->pixel_len,
					                               yi + yk - kernel->pixel_len, outrgb, tile,
					                               kernel->wdata[xk + yk * kernel->side]);
				}
			}

			if (count > 0.0f) {
				mul_v4_fl(outrgb, 1.0f / (float)count);

				if (sharpen) {
					/* subtract blurred image from normal image gives high pass filter */
					sub_v3_v3v3(outrgb, rgba, outrgb);

					/* now rgba_ub contains the edge result, but this should be converted to luminance to avoid
					 * colored speckles appearing in final image, and also to check for threshold */
					outrgb[0] = outrgb[1] = outrgb[2] = IMB_colormanagement_get_luminance(outrgb);
					if (fabsf(outrgb[0]) > threshold) {
						float mask = BKE_brush_alpha_get(s->scene, s->brush);
						float alpha = rgba[3];
						rgba[3] = outrgb[3] = mask;

						/* add to enhance edges */
						blend_color_add_float(outrgb, rgba, outrgb);
						outrgb[3] = alpha;
					}
					else
						copy_v4_v4(outrgb, rgba);
				}
			}
			else
				copy_v4_v4(outrgb, rgba);
			/* write into brush buffer */
			xo = out_off[0] + x;
			yo = out_off[1] + y;
			paint_2d_ibuf_rgb_set(ibufb, xo, yo, 0, outrgb);
		}
	}
}