13 : motion_blur_samples_(1), motion_blur_shutter_(0.5f)
24 for (
int i = 0; i < 4; i++) {
30 for (
int i = 0; i < 4; i++) {
41 float vec[3] = {
x,
y, 1.0f};
43 uv[0] = vec[0] / vec[2];
44 uv[1] = vec[1] / vec[2];
51 deriv[0][0] = (matrix[0][0] - matrix[0][2] * uv[0]) / vec[2];
52 deriv[1][0] = (matrix[0][1] - matrix[0][2] * uv[1]) / vec[2];
53 deriv[0][1] = (matrix[1][0] - matrix[1][2] * uv[0]) / vec[2];
54 deriv[1][1] = (matrix[1][1] - matrix[1][2] * uv[1]) / vec[2];
84 float frame_corners[4][2] = {
132 for (; !it.is_end(); ++it) {
138 for (; !it.is_end(); ++it) {
166 for (
int i = 0; i < 4; i++) {
182 const rcti &output_area,
185 if (input_idx != 0) {
186 r_input_area = output_area;
211 for (
int i = 0; i < 4; i++) {
216 r_input_area.
xmin =
min[0] - 1;
217 r_input_area.
ymin =
min[1] - 1;
218 r_input_area.
xmax =
max[0] + 1;
219 r_input_area.
ymax =
max[1] + 1;
244 int inside_counter = 0;
266 for (
int osa_sample = 0; osa_sample <
osa_; osa_sample++) {
290 int inside_count = 0;
293 inside_count += get_jitter_samples_inside_count(it.x, it.y,
sample);
299 int PlaneDistortMaskOperation::get_jitter_samples_inside_count(
int x,
301 MotionSample &sample_data)
304 int inside_count = 0;
309 sample_data.frame_space_corners[0],
310 sample_data.frame_space_corners[1],
311 sample_data.frame_space_corners[2]) ||
313 sample_data.frame_space_corners[0],
314 sample_data.frame_space_corners[2],
315 sample_data.frame_space_corners[3])) {
typedef float(TangentPoint)[2]
void BKE_tracking_homography_between_two_quads(float reference_corners[4][2], float corners[4][2], float H[3][3])
void BLI_jitter_init(float(*jitarr)[2], int num)
int isect_point_tri_v2(const float pt[2], const float v1[2], const float v2[2], const float v3[2])
void mul_m3_v3(const float M[3][3], float r[3])
void unit_m3(float m[3][3])
MINLINE void mul_v4_fl(float r[4], float f)
MINLINE void add_v4_v4(float r[4], const float a[4])
void minmax_v2v2_v2(float min[2], float max[2], const float vec[2])
MINLINE void zero_v4(float r[4])
#define INIT_MINMAX2(min, max)
_GL_VOID GLfloat value _GL_VOID_RET _GL_VOID const GLuint GLboolean *residences _GL_BOOL_RET _GL_VOID GLsizei height
_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 y
_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
in reality light always falls off quadratically Particle Retrieve the data of the particle that spawned the object for example to give variation to multiple instances of an object Point Retrieve information about points in a point cloud Retrieve the edges of an object as it appears to Cycles topology will always appear triangulated Convert a blackbody temperature to an RGB value Normal Generate a perturbed normal from an RGB normal map image Typically used for faking highly detailed surfaces Generate an OSL shader from a file or text data block Image Sample an image file as a texture Sky Generate a procedural sky texture Noise Generate fractal Perlin noise Wave Generate procedural bands or rings with noise Voronoi Generate Worley noise based on the distance to random points Typically used to generate textures such as or biological cells Brick Generate a procedural texture producing bricks Texture Retrieve multiple types of texture coordinates nTypically used as inputs for texture nodes Vector Convert a point
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 color
SIMD_FORCE_INLINE btVector3 normalized() const
Return a normalized version of this vector.
a MemoryBuffer contains access to the data of a chunk
void read_elem_filtered(float x, float y, float dx[2], float dy[2], float *out) const
NodeOperation contains calculation logic.
unsigned int get_height() const
void add_output_socket(DataType datatype)
void read_filtered(float result[4], float x, float y, float dx[2], float dy[2])
SocketReader * get_input_socket_reader(unsigned int index)
unsigned int get_width() const
NodeOperationFlags flags_
const rcti & get_canvas() const
NodeOperation * get_input_operation(int index)
virtual bool determine_depending_area_of_interest(rcti *input, ReadBufferOperation *read_operation, rcti *output)
void add_input_socket(DataType datatype, ResizeMode resize_mode=ResizeMode::Center)
MotionSample samples_[PLANE_DISTORT_MAX_SAMPLES]
PlaneDistortBaseOperation()
virtual void calculate_corners(const float corners[4][2], bool normalized, int sample)
void execute_pixel_sampled(float output[4], float x, float y, PixelSampler sampler) override
calculate a single pixel
void init_execution() override
PlaneDistortMaskOperation()
void update_memory_buffer_partial(MemoryBuffer *output, const rcti &area, Span< MemoryBuffer * > inputs) override
void execute_pixel_sampled(float output[4], float x, float y, PixelSampler sampler) override
calculate a single pixel
void update_memory_buffer_partial(MemoryBuffer *output, const rcti &area, Span< MemoryBuffer * > inputs) override
void calculate_corners(const float corners[4][2], bool normalized, int sample) override
void init_execution() override
SocketReader * pixel_reader_
void get_area_of_interest(int input_idx, const rcti &output_area, rcti &r_input_area) override
Get input operation area being read by this operation on rendering given output area.
PlaneDistortWarpImageOperation()
void deinit_execution() override
bool determine_depending_area_of_interest(rcti *input, ReadBufferOperation *read_operation, rcti *output) override
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
ccl_global KernelShaderEvalInput ccl_global float * output
ccl_global KernelShaderEvalInput * input
static void area(int d1, int d2, int e1, int e2, float weights[2])
typename BuffersIteratorBuilder< T >::Iterator BuffersIterator
static void sample(SocketReader *reader, int x, int y, float color[4])
BLI_INLINE void warp_coord(float x, float y, float matrix[3][3], float uv[2], float deriv[2][2])
static bNodeSocketTemplate inputs[]
float perspective_matrix[3][3]
float frame_space_corners[4][2]