50 target[1] = pv4[1] / uci->
camsize;
66 target[0] = (pv4[0] / uci->
camsize);
67 target[1] = (pv4[1] / uci->
camsize);
70 target[0] = (-pv4[0] * ((1.0f / uci->
camsize) / pv4[2])) / 2.0f;
71 target[1] = (-pv4[1] * ((1.0f / uci->
camsize) / pv4[2])) / 2.0f;
75 target[0] *= uci->
xasp;
76 target[1] *= uci->
yasp;
90 float pv4[4],
x = 0.0,
y = 0.0;
100 if (
fabsf(pv4[3]) > 0.00001f) {
101 target[0] = winx / 2.0f + (winx / 2.0f) * pv4[0] / pv4[3];
102 target[1] = winy / 2.0f + (winy / 2.0f) * pv4[1] / pv4[3];
106 target[0] = winx / 2.0f + (winx / 2.0f) * pv4[0];
107 target[1] = winy / 2.0f + (winy / 2.0f) * pv4[1];
112 y = (winx - winy) / 2.0f;
116 x = (winy - winx) / 2.0f;
120 target[0] = (
x + target[0]) / winx;
121 target[1] = (
y + target[1]) / winy;
125 const float rotmat[4][4],
157 uci.
yasp = winx / winy;
160 uci.
xasp = winy / winx;
189 uci->
xasp *= scale_x;
190 uci->
yasp *= scale_y;
void copy_m4_m4(float m1[4][4], const float m2[4][4])
void mul_v3_m4v3(float r[3], const float mat[4][4], const float vec[3])
void mul_m4_v4(const float mat[4][4], float r[4])
bool invert_m4(float mat[4][4])
void normalize_m4(float R[4][4]) ATTR_NONNULL()
float focallength_to_fov(float focal_length, float sensor)
MINLINE float len_v2(const float v[2]) ATTR_WARN_UNUSED_RESULT
MINLINE void copy_v3_v3(float r[3], const float a[3])
Object is a sort of wrapper for general info.
static double angle(const Eigen::Vector3d &v1, const Eigen::Vector3d &v2)
Read Guarded memory(de)allocation.
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 Gabor Generate Gabor noise Gradient Generate interpolated color and intensity values based on the input vector Magic Generate a psychedelic color texture 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 or normal between camera
draw_view in_light_buf[] float
GREAL2 vec2d[2]
Double vector 2D.
void *(* MEM_mallocN)(size_t len, const char *str)
void BLI_uvproject_from_view(float target[2], float source[3], float persmat[4][4], float rotmat[4][4], float winx, float winy)
void BLI_uvproject_from_camera(float target[2], float source[3], ProjCameraInfo *uci)
void BLI_uvproject_camera_info_scale(ProjCameraInfo *uci, float scale_x, float scale_y)
void BLI_uvproject_from_view_ortho(float target[2], float source[3], const float rotmat[4][4])
ProjCameraInfo * BLI_uvproject_camera_info(const Object *ob, const float rotmat[4][4], float winx, float winy)