Blender  V3.3
libmv/libmv/image/sample.h
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20 
21 #ifndef LIBMV_IMAGE_SAMPLE_H_
22 #define LIBMV_IMAGE_SAMPLE_H_
23 
24 #include "libmv/image/image.h"
25 
26 namespace libmv {
27 
29 template <typename T>
30 inline T SampleNearest(const Array3D<T>& image, float y, float x, int v = 0) {
31  const int i = int(round(y));
32  const int j = int(round(x));
33  return image(i, j, v);
34 }
35 
36 inline void LinearInitAxis(float x, int size, int* x1, int* x2, float* dx) {
37  const int ix = static_cast<int>(x);
38  if (ix < 0) {
39  *x1 = 0;
40  *x2 = 0;
41  *dx = 1.0;
42  } else if (ix > size - 2) {
43  *x1 = size - 1;
44  *x2 = size - 1;
45  *dx = 1.0;
46  } else {
47  *x1 = ix;
48  *x2 = ix + 1;
49  *dx = *x2 - x;
50  }
51 }
52 
54 template <typename T>
55 inline T SampleLinear(const Array3D<T>& image, float y, float x, int v = 0) {
56  int x1, y1, x2, y2;
57  float dx, dy;
58 
59  LinearInitAxis(y, image.Height(), &y1, &y2, &dy);
60  LinearInitAxis(x, image.Width(), &x1, &x2, &dx);
61 
62  const T im11 = image(y1, x1, v);
63  const T im12 = image(y1, x2, v);
64  const T im21 = image(y2, x1, v);
65  const T im22 = image(y2, x2, v);
66 
67  return T(dy * (dx * im11 + (1.0 - dx) * im12) +
68  (1 - dy) * (dx * im21 + (1.0 - dx) * im22));
69 }
70 
73 template <typename T>
74 inline void SampleLinear(const Array3D<T>& image, float y, float x, T* sample) {
75  int x1, y1, x2, y2;
76  float dx, dy;
77 
78  LinearInitAxis(y, image.Height(), &y1, &y2, &dy);
79  LinearInitAxis(x, image.Width(), &x1, &x2, &dx);
80 
81  for (int i = 0; i < image.Depth(); ++i) {
82  const T im11 = image(y1, x1, i);
83  const T im12 = image(y1, x2, i);
84  const T im21 = image(y2, x1, i);
85  const T im22 = image(y2, x2, i);
86 
87  sample[i] = T(dy * (dx * im11 + (1.0 - dx) * im12) +
88  (1 - dy) * (dx * im21 + (1.0 - dx) * im22));
89  }
90 }
91 
92 // Downsample all channels by 2. If the image has odd width or height, the last
93 // row or column is ignored.
94 // FIXME(MatthiasF): this implementation shouldn't be in an interface file
95 inline void DownsampleChannelsBy2(const Array3Df& in, Array3Df* out) {
96  int height = in.Height() / 2;
97  int width = in.Width() / 2;
98  int depth = in.Depth();
99 
100  out->Resize(height, width, depth);
101 
102  // 2x2 box filter downsampling.
103  for (int r = 0; r < height; ++r) {
104  for (int c = 0; c < width; ++c) {
105  for (int k = 0; k < depth; ++k) {
106  // clang-format off
107  (*out)(r, c, k) = (in(2 * r, 2 * c, k) +
108  in(2 * r + 1, 2 * c, k) +
109  in(2 * r, 2 * c + 1, k) +
110  in(2 * r + 1, 2 * c + 1, k)) / 4.0f;
111  // clang-format on
112  }
113  }
114  }
115 }
116 
117 // Sample a region centered at x,y in image with size extending by half_width
118 // from x,y. Channels specifies the number of channels to sample from.
119 inline void SamplePattern(const FloatImage& image,
120  double x,
121  double y,
122  int half_width,
123  int channels,
124  FloatImage* sampled) {
125  sampled->Resize(2 * half_width + 1, 2 * half_width + 1, channels);
126  for (int r = -half_width; r <= half_width; ++r) {
127  for (int c = -half_width; c <= half_width; ++c) {
128  for (int i = 0; i < channels; ++i) {
129  (*sampled)(r + half_width, c + half_width, i) =
130  SampleLinear(image, y + r, x + c, i);
131  }
132  }
133  }
134 }
135 
136 } // namespace libmv
137 
138 #endif // LIBMV_IMAGE_SAMPLE_H_
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_GL_VOID GLfloat value _GL_VOID_RET _GL_VOID const GLuint GLboolean *residences _GL_BOOL_RET _GL_VOID GLsizei GLfloat GLfloat GLfloat GLfloat const GLubyte *bitmap _GL_VOID_RET _GL_VOID GLenum const void *lists _GL_VOID_RET _GL_VOID const GLdouble *equation _GL_VOID_RET _GL_VOID GLdouble GLdouble blue _GL_VOID_RET _GL_VOID GLfloat GLfloat blue _GL_VOID_RET _GL_VOID GLint GLint blue _GL_VOID_RET _GL_VOID GLshort GLshort blue _GL_VOID_RET _GL_VOID GLubyte GLubyte blue _GL_VOID_RET _GL_VOID GLuint GLuint blue _GL_VOID_RET _GL_VOID GLushort GLushort blue _GL_VOID_RET _GL_VOID GLbyte GLbyte GLbyte alpha _GL_VOID_RET _GL_VOID GLdouble GLdouble GLdouble alpha _GL_VOID_RET _GL_VOID GLfloat GLfloat GLfloat alpha _GL_VOID_RET _GL_VOID GLint GLint GLint alpha _GL_VOID_RET _GL_VOID GLshort GLshort GLshort alpha _GL_VOID_RET _GL_VOID GLubyte GLubyte GLubyte alpha _GL_VOID_RET _GL_VOID GLuint GLuint GLuint alpha _GL_VOID_RET _GL_VOID GLushort GLushort GLushort alpha _GL_VOID_RET _GL_VOID GLenum mode _GL_VOID_RET _GL_VOID GLint GLsizei width
Group Output data from inside of a node group A color picker Mix two input colors RGB to Convert a color s luminance to a grayscale value Generate a normal vector and a dot product Bright Control the brightness and contrast of the input color Vector Map an input vectors to used to fine tune the interpolation of the input Camera Retrieve information about the camera and how it relates to the current shading point s position Clamp a value between a minimum and a maximum Vector Perform vector math operation Invert a producing a negative Combine Generate a color from its and blue channels(Deprecated)") DefNode(ShaderNode
ATTR_WARN_UNUSED_RESULT const BMVert * v
static DBVT_INLINE btScalar size(const btDbvtVolume &a)
Definition: btDbvt.cpp:52
3D array (row, column, channel).
Definition: array_nd.h:325
void Resize(int height, int width, int depth=1)
Definition: array_nd.h:334
int Depth() const
Definition: array_nd.h:340
int Height() const
Definition: array_nd.h:338
int Width() const
Definition: array_nd.h:339
depth_tx normal_tx diffuse_light_tx specular_light_tx volume_light_tx environment_tx ambient_occlusion_tx aov_value_tx in_weight_img image(1, GPU_R32F, Qualifier::WRITE, ImageType::FLOAT_2D_ARRAY, "out_weight_img") .image(3
#define T
static unsigned c
Definition: RandGen.cpp:83
T SampleNearest(const Array3D< T > &image, float y, float x, int v=0)
Nearest neighbor interpolation.
T SampleLinear(const Array3D< T > &image, float y, float x, int v=0)
Linear interpolation.
void DownsampleChannelsBy2(const Array3Df &in, Array3Df *out)
void LinearInitAxis(float x, int size, int *x1, int *x2, float *dx)
void SamplePattern(const FloatImage &image, double x, double y, int half_width, int channels, FloatImage *sampled)
static const pxr::TfToken out("out", pxr::TfToken::Immortal)