29 unsigned int nump = 0;
30 float c1[4], c2[4], c3[4], c4[4];
41 memset(
data, 0, size4 *
sizeof(
float));
43 for (
a = 0.0f;
a <
DEG2RADF(360.0f) && (!breaked);
a += ang) {
45 const float vx =
cos((
double)an), vy =
sin((
double)an);
46 for (n = 0; n < settings->
iter && (!breaked); n++) {
47 const float p4 =
pow(4.0, (
double)n);
48 const float vxp = vx * p4, vyp = vy * p4;
49 const float wt =
pow((
double)settings->
fade, (
double)p4);
50 const float cmo = 1.0f -
56 for (
x = 0;
x < tsrc.
getWidth();
x++, tdstcol += 4) {
63 c1[0] = c1[1] = c1[2] = 0;
78 tdstcol[0] = 0.5f * (tdstcol[0] + c1[0] + wt * (c2[0] + wt * (c3[0] + wt * c4[0])));
79 tdstcol[1] = 0.5f * (tdstcol[1] + c1[1] + wt * (c2[1] + wt * (c3[1] + wt * c4[1])));
80 tdstcol[2] = 0.5f * (tdstcol[2] + c1[2] + wt * (c2[2] + wt * (c3[2] + wt * c4[2])));
91 float factor = 1.0f / (
float)(6 - settings->
iter);
92 for (
int i = 0; i < size4; i += 4) {
typedef float(TangentPoint)[2]
MINLINE void madd_v3_v3fl(float r[3], const float a[3], float f)
typedef double(DMatrix)[4][4]
_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
static DBVT_INLINE btScalar size(const btDbvtVolume &a)
void generateGlare(float *data, MemoryBuffer *inputTile, NodeGlare *settings) override
a MemoryBuffer contains access to the data of a chunk
void read(float *result, int x, int y, MemoryBufferExtend extend_x=MemoryBufferExtend::Clip, MemoryBufferExtend extend_y=MemoryBufferExtend::Clip)
const rcti & get_rect() const
get the rect of this MemoryBuffer
const int getHeight() const
get the height of this MemoryBuffer
const int getWidth() const
get the width of this MemoryBuffer
void readBilinear(float *result, float x, float y, MemoryBufferExtend extend_x=MemoryBufferExtend::Clip, MemoryBufferExtend extend_y=MemoryBufferExtend::Clip)
float * getBuffer()
get the data of this MemoryBuffer
void clear()
clear the buffer. Make all pixels black transparent.
INLINE Rall1d< T, V, S > cos(const Rall1d< T, V, S > &arg)
INLINE Rall1d< T, V, S > pow(const Rall1d< T, V, S > &arg, double m)
INLINE Rall1d< T, V, S > sin(const Rall1d< T, V, S > &arg)