Originally issue was discovered when using stabilization and movie distortion nodes, but in fact issue was caused by render layer node always doing nearest interpolation. Now made it so this node will respect sampler passed to it's executePixel function and do an interpolation. Added two new functions to do bilinear/bicubic interpolation in float buffer with variable number of components per element, so it could interpolate 1, 3 and 4 component vectors. This functions currently mostly duplicates the same functions from imageprocess.c and it should actually be de-duplicated. Think it's ok to leave a bit of time with such duplication, since functions should be generalized one more time to support byte buffers, which could backfire on readability. Also removed mark as complex from stabilization node, which isn't needed sine int fact this node is not complex.
65 lines
1.8 KiB
C++
65 lines
1.8 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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#ifndef __BLI_MATH_H__
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#define __BLI_MATH_H__
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/** \file BLI_math.h
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* \ingroup bli
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* \section mathabbrev Abbreviations
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*
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* - fl = float
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* - db = double
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* - v2 = vec2 = vector 2
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* - v3 = vec3 = vector 3
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* - v4 = vec4 = vector 4
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* - qt = quat = quaternion
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* - dq = dquat = dual quaternion
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* - m2 = mat2 = matrix 2x2
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* - m3 = mat3 = matrix 3x3
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* - m4 = mat4 = matrix 4x4
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* - eul = euler rotation
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* - eulO = euler with order
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*
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* \section mathvarnames Variable Names
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*
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* - f = single value
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* - a, b, c = vectors
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* - r = result vector
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* - A, B, C = matrices
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* - R = result matrix
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*/
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#include "BLI_math_base.h"
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#include "BLI_math_color.h"
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#include "BLI_math_matrix.h"
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#include "BLI_math_rotation.h"
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#include "BLI_math_vector.h"
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#include "BLI_math_geom.h"
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#include "BLI_math_interp.h"
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#endif /* __BLI_MATH_H__ */
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