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@ -123,7 +123,7 @@ protected:
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/* BVH Range
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*
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* Build range used during construction, to indicate the bounds and place in
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* the reference array of a subset of pirmitives Again uses trickery to pack
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* the reference array of a subset of primitives Again uses trickery to pack
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* integers into BoundBox for alignment purposes. */
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class BVHRange
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@ -66,7 +66,7 @@ void Device::draw_pixels(device_memory& rgba, int y, int w, int h, int dy, int w
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glColor3f(1.0f, 1.0f, 1.0f);
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if(rgba.data_type == TYPE_HALF) {
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/* for multi devices, this assumes the ineffecient method that we allocate
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/* for multi devices, this assumes the inefficient method that we allocate
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* all pixels on the device even though we only render to a subset */
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GLhalf *data_pointer = (GLhalf*)rgba.data_pointer;
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data_pointer += 4*y*w;
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@ -732,8 +732,8 @@ public:
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const int start = task.shader_x;
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const int end = task.shader_x + task.shader_w;
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bool cancelled = false;
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for(int sample = 0; sample < task.num_samples && !cancelled; sample++) {
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bool canceled = false;
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for(int sample = 0; sample < task.num_samples && !canceled; sample++) {
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for(int shader_x = start; shader_x < end; shader_x += shader_chunk_size) {
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int shader_w = min(shader_chunk_size, end - shader_x);
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@ -760,7 +760,7 @@ public:
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cuda_assert(cuCtxSynchronize());
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if(task.get_cancel()) {
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cancelled = false;
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canceled = false;
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break;
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}
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}
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@ -907,7 +907,7 @@ public:
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cuda_push_context();
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/* for multi devices, this assumes the ineffecient method that we allocate
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/* for multi devices, this assumes the inefficient method that we allocate
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* all pixels on the device even though we only render to a subset */
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size_t offset = 4*y*w;
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@ -362,7 +362,7 @@ ccl_device_inline float3 microfacet_sample_stretched(
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* E. Heitz, Research Report 2014
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*
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* Anisotropy is only supported for reflection currently, but adding it for
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* tranmission is just a matter of copying code from reflection if needed. */
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* transmission is just a matter of copying code from reflection if needed. */
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ccl_device int bsdf_microfacet_ggx_setup(ShaderClosure *sc)
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{
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@ -18,7 +18,7 @@
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/* Triangle Primitive
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*
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* Basic triangle with 3 vertices is used to represent mesh surfaces. For BVH
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* ray intersection we use a precomputed triangle storage to accelarate
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* ray intersection we use a precomputed triangle storage to accelerate
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* intersection at the cost of more memory usage */
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CCL_NAMESPACE_BEGIN
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@ -111,7 +111,7 @@ ccl_device_inline void bsdf_eval_mul(BsdfEval *eval, float3 value)
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/* Path Radiance
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*
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* We accumulate different render passes separately. After summing at the end
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* to get the combined result, it should be identical. We definte directly
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* to get the combined result, it should be identical. We definite directly
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* visible as the first non-transparent hit, while indirectly visible are the
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* bounces after that. */
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@ -371,7 +371,7 @@ ccl_device void svm_node_closure_bsdf(KernelGlobals *kg, ShaderData *sd, float *
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if(sc) {
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/* todo: giving a fixed weight here will cause issues when
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* mixing multiple BSDFS. energey will not be conserved and
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* mixing multiple BSDFS. energy will not be conserved and
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* the throughput can blow up after multiple bounces. we
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* better figure out a way to skip backfaces from rays
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* spawned by transmission from the front */
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@ -141,7 +141,7 @@ void Scene::device_update(Device *device_, Progress& progress)
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* the different managers, using data computed by previous managers.
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*
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* - Image manager uploads images used by shaders.
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* - Camera may be used for adapative subdivison.
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* - Camera may be used for adaptive subdivision.
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* - Displacement shader must have all shader data available.
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* - Light manager needs lookup tables and final mesh data to compute emission CDF.
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* - Film needs light manager to run for use_light_visibility
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@ -73,7 +73,7 @@ private:
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/* Internal helper functions */
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/**
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* Initiailize XDND and all related X atoms
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* Initialize XDND and all related X atoms
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*/
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void Initialize(void);
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@ -265,7 +265,7 @@ public:
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protected:
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/**
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* Initializes the system.
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* For now, it justs registers the window class (WNDCLASS).
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* For now, it just registers the window class (WNDCLASS).
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* \return A success value.
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*/
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virtual GHOST_TSuccess init();
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@ -215,7 +215,7 @@ public:
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protected:
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/**
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* Initializes the system.
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* For now, it justs registers the window class (WNDCLASS).
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* For now, it just registers the window class (WNDCLASS).
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* \return A success value.
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*/
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virtual GHOST_TSuccess init();
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@ -231,7 +231,7 @@ protected:
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* \param window-> The window for this handling
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* \param vKey The virtual key from hardKey
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* \param ScanCode The ScanCode of pressed key (simular to PS/2 Set 1)
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* \param extend Flag if key is not primerly (left or right)
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* \param extend Flag if key is not primly (left or right)
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* \return The GHOST key (GHOST_kKeyUnknown if no match).
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*/
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virtual GHOST_TKey convertKey(GHOST_IWindow *window, short vKey, short ScanCode, short extend) const;
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@ -48,7 +48,7 @@ public:
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* Constructor.
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* \param start The timer start time.
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* \param interval The interval between calls to the timerProc
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* \param timerProc The callbak invoked when the interval expires.
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* \param timerProc The callback invoked when the interval expires.
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* \param data The timer user data.
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*/
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GHOST_TimerTask(GHOST_TUns64 start,
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@ -126,7 +126,7 @@ public:
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/**
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* Returns the client rectangle dimensions.
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* The left and top members of the rectangle are always zero.
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* \param bounds The bounding rectangle of the cleient area of the window.
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* \param bounds The bounding rectangle of the client area of the window.
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*/
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virtual void getClientBounds(GHOST_Rect& bounds) const;
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@ -121,7 +121,7 @@ public:
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/**
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* Set this window to be inactive (not receiving events).
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* \param window The window to decativate.
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* \param window The window to deactivate.
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*/
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virtual void setWindowInactive(const GHOST_IWindow *window);
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@ -65,7 +65,7 @@ static int EnumPixelFormats(HDC hdc);
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* and 16 depth bits.
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* When the screen color depth is set to 32 bit, we get 8 color bits
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* and 24 depth bits.
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* Just to be safe, we request high waulity settings.
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* Just to be safe, we request high quality settings.
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*/
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static PIXELFORMATDESCRIPTOR sPreferredFormat = {
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sizeof(PIXELFORMATDESCRIPTOR), /* size */
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@ -146,7 +146,7 @@ public:
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/**
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* Returns the client rectangle dimensions.
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* The left and top members of the rectangle are always zero.
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* \param bounds The bounding rectangle of the cleient area of the window.
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* \param bounds The bounding rectangle of the client area of the window.
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*/
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virtual void getClientBounds(GHOST_Rect& bounds) const;
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@ -369,7 +369,7 @@ protected:
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/** Flag for if window has captured the mouse */
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bool m_hasMouseCaptured;
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/** Flag if an operator grabs the mouse with WM_cursor_grab_enable/ungrab()
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* Multiple grabs must be realesed with a single ungrab*/
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* Multiple grabs must be released with a single ungrab */
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bool m_hasGrabMouse;
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/** Count of number of pressed buttons */
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int m_nPressedButtons;
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@ -2340,7 +2340,7 @@ static void animsys_evaluate_nla(ListBase *echannels, PointerRNA *ptr, AnimData
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BLI_freelistN(&estrips);
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/* Tag ID as updated so render engines will recognize changes in data
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* which is nimated but doesn't have actions.
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* which is animated but doesn't have actions.
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*/
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if (ptr->id.data != NULL) {
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ID *id = ptr->id.data;
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@ -84,7 +84,7 @@ struct BufferLineAccumulator {
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* Set up the initial buffer pointer and calculate necessary variables for looping.
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*
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* Note that sector space is centered around the "source" point while the loop starts
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* at dist_min from the target pt. This way the loop can be cancelled as soon as it runs
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* at dist_min from the target pt. This way the loop can be canceled as soon as it runs
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* out of the buffer rect, because no pixels further along the line can contribute.
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*
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* \param x, y Start location in the buffer
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@ -122,7 +122,7 @@ struct BufferLineAccumulator {
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* Only pixels withing dist_min..dist_max contribute.
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*
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* The loop runs backwards(!) over the primary sector space axis u, i.e. increasing distance to pt.
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* After each step it decrements v by dv < 1, adding a buffer shift when necesserary.
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* After each step it decrements v by dv < 1, adding a buffer shift when necessary.
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*/
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static void eval(MemoryBuffer *input, float output[4], const float pt_ofs[2], const float source[2],
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float dist_min, float dist_max)
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@ -891,7 +891,7 @@ static void paint_2d_lift_soften(ImagePaintState *s, ImBuf *ibuf, ImBuf *ibufb,
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sub_v3_v3v3(outrgb, rgba, outrgb);
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/* now rgba_ub contains the edge result, but this should be converted to luminance to avoid
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* colored speckles appearing in final image, and also to check for threshhold */
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* colored speckles appearing in final image, and also to check for threshold */
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outrgb[0] = outrgb[1] = outrgb[2] = rgb_to_grayscale(outrgb);
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if (fabsf(outrgb[0]) > threshold) {
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float mask = BKE_brush_alpha_get(s->scene, s->brush);
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@ -3784,7 +3784,7 @@ static void do_projectpaint_soften_f(ProjPaintState *ps, ProjPixel *projPixel, f
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sub_v3_v3v3(rgba, projPixel->pixel.f_pt, rgba);
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/* now rgba_ub contains the edge result, but this should be converted to luminance to avoid
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* colored speckles appearing in final image, and also to check for threshhold */
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* colored speckles appearing in final image, and also to check for threshold */
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rgba[0] = rgba[1] = rgba[2] = rgb_to_grayscale(rgba);
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if (fabsf(rgba[0]) > ps->brush->sharp_threshold) {
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float alpha = projPixel->pixel.f_pt[3];
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@ -3845,7 +3845,7 @@ static void do_projectpaint_soften(ProjPaintState *ps, ProjPixel *projPixel, flo
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/* subtract blurred image from normal image gives high pass filter */
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sub_v3_v3v3(rgba, rgba_pixel, rgba);
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/* now rgba_ub contains the edge result, but this should be converted to luminance to avoid
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* colored speckles appearing in final image, and also to check for threshhold */
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* colored speckles appearing in final image, and also to check for threshold */
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rgba[0] = rgba[1] = rgba[2] = rgb_to_grayscale(rgba);
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if (fabsf(rgba[0]) > ps->brush->sharp_threshold) {
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float alpha = rgba_pixel[3];
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