void KisCircleMaskGenerator::setScale(qreal scaleX, qreal scaleY) { KisMaskGenerator::setScale(scaleX, scaleY); d->xcoef = 2.0 / effectiveSrcWidth(); d->ycoef = 2.0 / effectiveSrcHeight(); d->xfadecoef = (KisMaskGenerator::d->fh == 0) ? 1 : (1.0 / (KisMaskGenerator::d->fh * effectiveSrcWidth())); d->yfadecoef = (KisMaskGenerator::d->fv == 0) ? 1 : (1.0 / (KisMaskGenerator::d->fv * effectiveSrcHeight())); d->transformedFadeX = d->xfadecoef * softness(); d->transformedFadeY = d->yfadecoef * softness(); }
/** * Adds a new vertex to the mesh (intended to be called only by meshVertexCallback (see below)). * @param v The vertex to add */ void SurfaceMesh::addVertex( const Vertex & v ) { v.info().userData = numVertices; if ( numVertices >= capVertices ) { upsizeVertices(); } double x = v.point().x(); double y = v.point().y(); double z = v.point().z(); double s = softness( x, y, z ); double c = v.info().curvature; double nx = v.info().normal.x(); double ny = v.info().normal.y(); double nz = v.info().normal.z(); if ( material == DIRT ) { c4fn3fv3f[ numVertices * 10 + 0 ] = 0.75; c4fn3fv3f[ numVertices * 10 + 1 ] = 0.75; c4fn3fv3f[ numVertices * 10 + 2 ] = 0.75; } else { if (material == ROCK) { hueToRGB<GLfloat>( c4fn3fv3f + numVertices * 10, ROCK_COLOR * ( 1.0 - s ) ); } if (material == MORE_ROCK) { hueToRGB<GLfloat>( c4fn3fv3f + numVertices * 10, OTHER_ROCK_COLOR * ( 1.0 - s ) ); } } //c4fn3fv3f[ numVertices * 10 + 0 ] = v.info().rgb[ 0 ]; //c4fn3fv3f[ numVertices * 10 + 1 ] = v.info().rgb[ 1 ]; //c4fn3fv3f[ numVertices * 10 + 2 ] = v.info().rgb[ 2 ]; c4fn3fv3f[ numVertices * 10 + 3 ] = 1.0; // opaque c4fn3fv3f[ numVertices * 10 + 4 ] = nx; c4fn3fv3f[ numVertices * 10 + 5 ] = ny; c4fn3fv3f[ numVertices * 10 + 6 ] = nz; c4fn3fv3f[ numVertices * 10 + 7 ] = x; c4fn3fv3f[ numVertices * 10 + 8 ] = y; c4fn3fv3f[ numVertices * 10 + 9 ] = z; curvatures[ numVertices ] = c; curvatures[ numVertices ] = s; ++numVertices; }