old issue, the formulas here were never quite right, should all work ok now with byte and float images. Some differences: * Colors with zero alpha from the background will never have an influence, so you don't get alpha fringes when painting over such areas. This does give hard edges when looking at the RGB channels alone, but there's no way to avoid that and fringes at the same time, same behavior as other painting apps. * Add/Subtract/Multiply/Lighten/Darken now leave the alpha channel unchanged and work only the RGB channels, again same behavior as many other apps. * Erase/Add alpha now compensates for premultiplied float images to keep the straight RGB colors the same. Next: fix projection painting.
235 lines
5.4 KiB
C
235 lines
5.4 KiB
C
/*
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* ***** BEGIN GPL LICENSE BLOCK *****
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*
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* This program is free software; you can redistribute it and/or
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* modify it under the terms of the GNU General Public License
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* as published by the Free Software Foundation; either version 2
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* of the License, or (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, write to the Free Software Foundation,
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* Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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*
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* The Original Code is Copyright (C) 2001-2002 by NaN Holding BV.
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* All rights reserved.
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*
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* The Original Code is: some of this file.
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*
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* ***** END GPL LICENSE BLOCK *****
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* */
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/** \file blender/blenlib/intern/math_base_inline.c
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* \ingroup bli
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*/
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#ifndef __MATH_BASE_INLINE_C__
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#define __MATH_BASE_INLINE_C__
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#include <float.h>
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#include <stdio.h>
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#include <stdlib.h>
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#include <string.h>
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#include "BLI_math_base.h"
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/* copied from BLI_utildefines.h */
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#ifdef __GNUC__
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# define UNLIKELY(x) __builtin_expect(!!(x), 0)
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#else
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# define UNLIKELY(x) (x)
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#endif
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/* A few small defines. Keep'em local! */
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#define SMALL_NUMBER 1.e-8f
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MINLINE float sqrt3f(float f)
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{
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if (UNLIKELY(f == 0.0f)) return 0.0f;
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else if (UNLIKELY(f < 0.0f)) return -(float)(exp(log(-f) / 3.0));
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else return (float)(exp(log( f) / 3.0));
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}
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MINLINE double sqrt3d(double d)
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{
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if (UNLIKELY(d == 0.0)) return 0.0;
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else if (UNLIKELY(d < 0.0)) return -exp(log(-d) / 3.0);
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else return exp(log( d) / 3.0);
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}
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MINLINE float saacos(float fac)
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{
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if (UNLIKELY(fac <= -1.0f)) return (float)M_PI;
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else if (UNLIKELY(fac >= 1.0f)) return 0.0f;
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else return acosf(fac);
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}
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MINLINE float saasin(float fac)
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{
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if (UNLIKELY(fac <= -1.0f)) return (float)-M_PI / 2.0f;
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else if (UNLIKELY(fac >= 1.0f)) return (float) M_PI / 2.0f;
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else return asinf(fac);
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}
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MINLINE float sasqrt(float fac)
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{
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if (UNLIKELY(fac <= 0.0f)) return 0.0f;
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else return sqrtf(fac);
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}
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MINLINE float saacosf(float fac)
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{
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if (UNLIKELY(fac <= -1.0f)) return (float)M_PI;
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else if (UNLIKELY(fac >= 1.0f)) return 0.0f;
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else return acosf(fac);
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}
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MINLINE float saasinf(float fac)
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{
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if (UNLIKELY(fac <= -1.0f)) return (float)-M_PI / 2.0f;
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else if (UNLIKELY(fac >= 1.0f)) return (float) M_PI / 2.0f;
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else return asinf(fac);
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}
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MINLINE float sasqrtf(float fac)
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{
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if (UNLIKELY(fac <= 0.0f)) return 0.0f;
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else return sqrtf(fac);
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}
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MINLINE float interpf(float target, float origin, float fac)
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{
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return (fac * target) + (1.0f - fac) * origin;
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}
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/* useful to calculate an even width shell, by taking the angle between 2 planes.
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* The return value is a scale on the offset.
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* no angle between planes is 1.0, as the angle between the 2 planes approaches 180d
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* the distance gets very high, 180d would be inf, but this case isn't valid */
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MINLINE float shell_angle_to_dist(const float angle)
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{
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return (UNLIKELY(angle < SMALL_NUMBER)) ? 1.0f : fabsf(1.0f / cosf(angle));
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}
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/* used for zoom values*/
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MINLINE float power_of_2(float val)
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{
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return (float)pow(2.0, ceil(log((double)val) / M_LN2));
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}
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MINLINE int is_power_of_2_i(int n)
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{
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return (n & (n - 1)) == 0;
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}
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MINLINE int power_of_2_max_i(int n)
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{
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if (is_power_of_2_i(n))
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return n;
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while (!is_power_of_2_i(n))
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n = n & (n - 1);
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return n * 2;
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}
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MINLINE int power_of_2_min_i(int n)
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{
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while (!is_power_of_2_i(n))
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n = n & (n - 1);
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return n;
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}
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/* integer division that rounds 0.5 up, particularly useful for color blending
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* with integers, to avoid gradual darkening when rounding down */
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MINLINE int divide_round_i(int a, int b)
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{
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return (2 * a + b) / (2 * b);
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}
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MINLINE unsigned int highest_order_bit_i(unsigned int n)
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{
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n |= (n >> 1);
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n |= (n >> 2);
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n |= (n >> 4);
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n |= (n >> 8);
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n |= (n >> 16);
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return n - (n >> 1);
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}
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MINLINE unsigned short highest_order_bit_s(unsigned short n)
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{
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n |= (n >> 1);
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n |= (n >> 2);
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n |= (n >> 4);
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n |= (n >> 8);
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return n - (n >> 1);
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}
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MINLINE float min_ff(float a, float b)
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{
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return (a < b) ? a : b;
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}
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MINLINE float max_ff(float a, float b)
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{
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return (a > b) ? a : b;
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}
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MINLINE int min_ii(int a, int b)
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{
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return (a < b) ? a : b;
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}
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MINLINE int max_ii(int a, int b)
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{
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return (b < a) ? a : b;
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}
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MINLINE float min_fff(float a, float b, float c)
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{
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return min_ff(min_ff(a, b), c);
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}
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MINLINE float max_fff(float a, float b, float c)
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{
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return max_ff(max_ff(a, b), c);
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}
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MINLINE int min_iii(int a, int b, int c)
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{
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return min_ii(min_ii(a, b), c);
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}
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MINLINE int max_iii(int a, int b, int c)
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{
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return max_ii(max_ii(a, b), c);
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}
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MINLINE float min_ffff(float a, float b, float c, float d)
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{
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return min_ff(min_fff(a, b, c), d);
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}
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MINLINE float max_ffff(float a, float b, float c, float d)
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{
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return max_ff(max_fff(a, b, c), d);
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}
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MINLINE int min_iiii(int a, int b, int c, int d)
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{
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return min_ii(min_iii(a, b, c), d);
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}
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MINLINE int max_iiii(int a, int b, int c, int d)
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{
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return max_ii(max_iii(a, b, c), d);
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}
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MINLINE float signf(float f)
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{
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return (f < 0.f) ? -1.f : 1.f;
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}
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#endif /* __MATH_BASE_INLINE_C__ */
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