本文整理汇总了C++中LERP函数的典型用法代码示例。如果您正苦于以下问题:C++ LERP函数的具体用法?C++ LERP怎么用?C++ LERP使用的例子?那么恭喜您, 这里精选的函数代码示例或许可以为您提供帮助。
在下文中一共展示了LERP函数的15个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于系统推荐出更棒的C++代码示例。
示例1: memset
void APerlinNoise2D::GetValue(float x, float y, float * pvValue, int nNumValue)
{
int i, k;
float vx, sx, vy, sy;
int x1, x2, y1, y2;
float value1[3], value2[3];
float valueX1[3], valueX2[3];
float value[3];
float vFinal[3];
memset(vFinal, 0, sizeof(float) * nNumValue);
for(i=0; i<m_nOctaveNum; i++)
{
if( m_nActiveOctave != -1 && m_nActiveOctave != i )
continue;
// Get Horizon interpolated value;
vx = m_nStartPos[i] % m_nBufferWidth + x / m_nWaveLength[i];
x1 = int(vx);
sx = vx - x1;
sx = S_CURVE(sx);
x2 = x1 + 1;
vy = m_nStartPos[i] / m_nBufferWidth + y / m_nWaveLength[i];
y1 = int(vy);
sy = vy - y1;
sy = S_CURVE(sy);
y2 = y1 + 1;
GetRandValues(x1, y1, value1, nNumValue);
GetRandValues(x2, y1, value2, nNumValue);
for(k=0; k<nNumValue; k++)
valueX1[k] = LERP(sx, value1[k], value2[k]);
GetRandValues(x1, y2, value1, nNumValue);
GetRandValues(x2, y2, value2, nNumValue);
for(k=0; k<nNumValue; k++)
valueX2[k] = LERP(sx, value1[k], value2[k]);
if( m_bTurbulence )
{
for(k=0; k<nNumValue; k++)
{
value[k] = (float)fabs(LERP(sy, valueX1[k], valueX2[k]));
vFinal[k] += m_vAmplitude[i] * value[k];
}
}
else
{
for(k=0; k<nNumValue; k++)
{
value[k] = LERP(sy, valueX1[k], valueX2[k]);
vFinal[k] += m_vAmplitude[i] * value[k];
}
}
}
for(k=0; k<nNumValue; k++)
pvValue[k] = vFinal[k];
}
示例2: LERP
void TBWidgetAnimationRect::OnAnimationUpdate(float progress)
{
if (m_mode == MODE_DELTA_IN || m_mode == MODE_DELTA_OUT)
{
m_dst_rect = m_src_rect = m_widget->GetRect();
if (m_dst_rect.Equals(TBRect()))
{
// Widget hasn't been laid out yet,
// the animation was started too soon.
TBAnimationManager::AbortAnimation(this, true);
return;
}
if (m_mode == MODE_DELTA_IN)
{
m_dst_rect.x += m_delta_rect.x;
m_dst_rect.y += m_delta_rect.y;
m_dst_rect.w += m_delta_rect.w;
m_dst_rect.h += m_delta_rect.h;
}
else
{
m_src_rect.x += m_delta_rect.x;
m_src_rect.y += m_delta_rect.y;
m_src_rect.w += m_delta_rect.w;
m_src_rect.h += m_delta_rect.h;
}
m_mode = MODE_SRC_TO_DST;
}
TBRect rect;
rect.x = (int) LERP(m_src_rect.x, m_dst_rect.x, progress);
rect.y = (int) LERP(m_src_rect.y, m_dst_rect.y, progress);
rect.w = (int) LERP(m_src_rect.w, m_dst_rect.w, progress);
rect.h = (int) LERP(m_src_rect.h, m_dst_rect.h, progress);
m_widget->SetRect(rect);
}
示例3: pnoise
template <class T> T pnoise(T x,T y, int px, int py,const unsigned char *perm) {
int ix0, iy0, ix1, iy1;
T fx0, fy0, fx1, fy1;
T s, t, nx0, nx1, n0, n1;
px = max(px,1);
py = max(py,1);
ix0 = FASTFLOOR( x );
iy0 = FASTFLOOR( y );
fx0 = x - ix0;
fy0 = y - iy0;
fx1 = fx0 - 1.0f;
fy1 = fy0 - 1.0f;
ix1 = (( ix0 + 1 ) % px) & 0xff;
iy1 = (( iy0 + 1 ) % py) & 0xff;
ix0 = ( ix0 % px ) & 0xff;
iy0 = ( iy0 % py ) & 0xff;
t = FADE( fy0 );
s = FADE( fx0 );
nx0 = grad(perm[ix0 + perm[iy0]], fx0, fy0);
nx1 = grad(perm[ix0 + perm[iy1]], fx0, fy1);
n0 = LERP( t, nx0, nx1 );
nx0 = grad(perm[ix1 + perm[iy0]], fx1, fy0);
nx1 = grad(perm[ix1 + perm[iy1]], fx1, fy1);
n1 = LERP(t, nx0, nx1);
return 0.5f * (1.0f + 0.507f * ( LERP( s, n0, n1 ) ) );
}
示例4: MAX
void EffectScene::Object::Primitive::SetLayerMaterials( Texture2D& _LayeredTextures, int _Mat0, int _Mat1, int _Mat2, int _Mat3 )
{
const MaterialBank::Material::DynamicParameters* ppMats[4] =
{
&m_Owner.m_Owner.m_pMaterials->GetMaterialAt( _Mat0 ).GetDynamic(),
&m_Owner.m_Owner.m_pMaterials->GetMaterialAt( _Mat1 ).GetDynamic(),
&m_Owner.m_Owner.m_pMaterials->GetMaterialAt( _Mat2 ).GetDynamic(),
&m_Owner.m_Owner.m_pMaterials->GetMaterialAt( _Mat3 ).GetDynamic(),
};
m_pTextures = &_LayeredTextures;
m_pCB_Primitive->m.MatIDs[0] = _Mat0;
m_pCB_Primitive->m.MatIDs[1] = _Mat1;
m_pCB_Primitive->m.MatIDs[2] = _Mat2;
m_pCB_Primitive->m.MatIDs[3] = _Mat3;
m_pCB_Primitive->m.Thickness.Set( MAX( 1e-6f, ppMats[0]->Thickness ), MAX( 1e-6f, ppMats[1]->Thickness ), MAX( 1e-6f, ppMats[2]->Thickness ), MAX( 1e-6f, ppMats[3]->Thickness ) );
m_pCB_Primitive->m.IOR.Set( ppMats[1]->IOR, ppMats[2]->IOR, ppMats[3]->IOR );
m_pCB_Primitive->m.Frosting.Set( ppMats[1]->Frosting, ppMats[2]->Frosting, ppMats[3]->Frosting );
m_pCB_Primitive->m.NoDiffuse.Set( ppMats[0]->NoDiffuse, ppMats[1]->NoDiffuse, ppMats[2]->NoDiffuse, ppMats[3]->NoDiffuse );
// Extinctions are given as [0,1] numbers from totally transparent to completely opaque
// We need to convert them into actual extinction values to be used in the classical exp( -Sigma_t * Distance(millimeters) ) formula
// We simply assume the opacity of the layer below should be a very low value for extinction=1 when the ray of light travels the layer's whole thickness:
const float LOW_OPACITY_VALUE = 1e-3;
NjFloat3 TargetValueAtThickness(
logf( LERP( LOW_OPACITY_VALUE, 1.0f, ppMats[1]->Opacity ) ) / m_pCB_Primitive->m.Thickness.y,
logf( LERP( LOW_OPACITY_VALUE, 1.0f, ppMats[2]->Opacity ) ) / m_pCB_Primitive->m.Thickness.z,
logf( LERP( LOW_OPACITY_VALUE, 1.0f, ppMats[3]->Opacity ) ) / m_pCB_Primitive->m.Thickness.w
);
m_pCB_Primitive->m.Extinction = TargetValueAtThickness;
}
示例5: noise2
/** 2D float Perlin noise.
*/
float noise2( float x, float y )
{
int ix0, iy0, ix1, iy1;
float fx0, fy0, fx1, fy1;
float s, t, nx0, nx1, n0, n1;
ix0 = FASTFLOOR( x ); // Integer part of x
iy0 = FASTFLOOR( y ); // Integer part of y
fx0 = x - ix0; // Fractional part of x
fy0 = y - iy0; // Fractional part of y
fx1 = fx0 - 1.0f;
fy1 = fy0 - 1.0f;
ix1 = (ix0 + 1) & 0xff; // Wrap to 0..255
iy1 = (iy0 + 1) & 0xff;
ix0 = ix0 & 0xff;
iy0 = iy0 & 0xff;
t = FADE( fy0 );
s = FADE( fx0 );
nx0 = noise_grad2(noise_perm[ix0 + noise_perm[iy0]], fx0, fy0);
nx1 = noise_grad2(noise_perm[ix0 + noise_perm[iy1]], fx0, fy1);
n0 = LERP( t, nx0, nx1 );
nx0 = noise_grad2(noise_perm[ix1 + noise_perm[iy0]], fx1, fy0);
nx1 = noise_grad2(noise_perm[ix1 + noise_perm[iy1]], fx1, fy1);
n1 = LERP(t, nx0, nx1);
return 0.507f * ( LERP( s, n0, n1 ) );
}
示例6: pnoise2
/** 2D float Perlin periodic noise.
*/
float pnoise2( float x, float y, int px, int py )
{
int ix0, iy0, ix1, iy1;
float fx0, fy0, fx1, fy1;
float s, t, nx0, nx1, n0, n1;
ix0 = FASTFLOOR( x ); // Integer part of x
iy0 = FASTFLOOR( y ); // Integer part of y
fx0 = x - ix0; // Fractional part of x
fy0 = y - iy0; // Fractional part of y
fx1 = fx0 - 1.0f;
fy1 = fy0 - 1.0f;
ix1 = (( ix0 + 1 ) % px) & 0xff; // Wrap to 0..px-1 and wrap to 0..255
iy1 = (( iy0 + 1 ) % py) & 0xff; // Wrap to 0..py-1 and wrap to 0..255
ix0 = ( ix0 % px ) & 0xff;
iy0 = ( iy0 % py ) & 0xff;
t = FADE( fy0 );
s = FADE( fx0 );
nx0 = grad2(perm[ix0 + perm[iy0]], fx0, fy0);
nx1 = grad2(perm[ix0 + perm[iy1]], fx0, fy1);
n0 = LERP( t, nx0, nx1 );
nx0 = grad2(perm[ix1 + perm[iy0]], fx1, fy0);
nx1 = grad2(perm[ix1 + perm[iy1]], fx1, fy1);
n1 = LERP(t, nx0, nx1);
return 0.507f * ( LERP( s, n0, n1 ) );
}
示例7: lerp_vec4
t_vec4 lerp_vec4(t_vec4 a, t_vec4 b, t_vec4 x, t_vec4 max)
{
a.x = LERP(a.x, b.x, x.x, max.x);
a.y = LERP(a.y, b.y, x.y, max.y);
a.z = LERP(a.z, b.z, x.z, max.z);
a.w = LERP(a.w, b.w, x.w, max.w);
return (a);
}
示例8: lerp_vec4_1
t_vec4 lerp_vec4_1(t_vec4 a, t_vec4 b, t_float x, t_float max)
{
a.x = LERP(a.x, b.x, x, max);
a.y = LERP(a.y, b.y, x, max);
a.z = LERP(a.z, b.z, x, max);
a.w = LERP(a.w, b.w, x, max);
return (a);
}
示例9: lerp_2d
static INLINE GLfloat
lerp_2d(GLfloat a, GLfloat b,
GLfloat v00, GLfloat v10, GLfloat v01, GLfloat v11)
{
const GLfloat temp0 = LERP(a, v00, v10);
const GLfloat temp1 = LERP(a, v01, v11);
return LERP(b, temp0, temp1);
}
示例10: eval_vlerp
void eval_vlerp(Expr *expr)
{
expr->l->l->fn(expr->l->l);
expr->l->r->fn(expr->l->r);
expr->r->fn(expr->r);
expr->v.x = LERP(expr->l->l->v.x, expr->l->r->v.x, expr->r->v.x);
expr->v.y = LERP(expr->l->l->v.x, expr->l->r->v.y, expr->r->v.y);
expr->v.z = LERP(expr->l->l->v.x, expr->l->r->v.z, expr->r->v.z);
}
示例11: check_point
long check_point(Point3 p1, Point3 p2, float alpha, long mask)
{
Point3 plane_point;
plane_point.x = LERP(alpha, p1.x, p2.x);
plane_point.y = LERP(alpha, p1.y, p2.y);
plane_point.z = LERP(alpha, p1.z, p2.z);
return(face_plane(plane_point) & mask);
}
示例12: CheckPoint
///
// CheckPoint()
//
// Test the point "alpha" of the way from P1 to P2
// See if it is on a face of the cube
// Consider only faces in "mask"
static
int CheckPoint(const vector3& p1, const vector3& p2, number alpha, long mask)
{
vector3 plane_point;
plane_point.x() = LERP(alpha, p1.x(), p2.x());
plane_point.y() = LERP(alpha, p1.y(), p2.y());
plane_point.z() = LERP(alpha, p1.z(), p2.z());
return(FacePlane(plane_point) & mask);
}
示例13: render
void render(uchar* image,
uint width, uint height,
uint max_iterations,
float x_scale,
float y_scale,
float x_adjust,
float y_adjust)
{
for (uint x_dim = 0; x_dim < width; x_dim++) {
for (uint y_dim = 0; y_dim < height; y_dim++) {
uint index = BYTES_PER_PIXEL * (width * y_dim + x_dim);
float x_origin = ((float) x_dim/width)*x_scale - x_adjust;
float y_origin = ((float) y_dim/width)*y_scale - y_adjust;
float x = 0.0;
float y = 0.0;
uint iteration = 0;
// Escape time algorithm
while(x*x + y*y < LIMIT && iteration < max_iterations) {
float xtemp = x*x - y*y + x_origin;
y = 2*x*y + y_origin;
x = xtemp;
iteration++;
}
if (iteration == max_iterations) {
image[index ] = 0;
image[index + 1] = 0;
image[index + 2] = 0;
image[index + 3] = 0;
}
else {
// Continous coloring
// Computes the color as a linear interpolation of surrounding points
// smoothing the color transition.
float zn = sqrt(x*x + y*y);
float nu = log10f(log10f(zn) / log10f(2)) / log10f(2);
float itr = ((float) iteration) + 1 - nu;
float t = fmodf(itr, 1.0);
iteration = (uint) itr;
uint color1 = iteration;
uint color2 = iteration+1;
// Assign RGB values by multiplying the iteration count by a even multiples.
// Should replace this with a predefined colormap.
image[index ] = 1;
image[index + 1] = ((uint) LERP(color1, color2, t)*2) % max_iterations;
image[index + 2] = ((uint) LERP(color1, color2, t)*4) % max_iterations;
image[index + 3] = ((uint) LERP(color1, color2, t)*6) % max_iterations;
}
}
}
}
示例14: apply_vbr_preset
static void
apply_vbr_preset(lame_global_flags * gfp, int a, int enforce)
{
vbr_presets_t const *vbr_preset = lame_get_VBR(gfp) == vbr_rh ? &vbr_old_switch_map[0]
: &vbr_psy_switch_map[0];
float x = gfp->VBR_q_frac;
vbr_presets_t p = vbr_preset[a];
vbr_presets_t q = vbr_preset[a + 1];
vbr_presets_t const *set = &p;
NOOP(vbr_q);
NOOP(quant_comp);
NOOP(quant_comp_s);
NOOP(expY);
LERP(st_lrm);
LERP(st_s);
LERP(masking_adj);
LERP(masking_adj_short);
LERP(ath_lower);
LERP(ath_curve);
LERP(ath_sensitivity);
LERP(interch);
NOOP(safejoint);
NOOP(sfb21mod);
LERP(msfix);
(void) lame_set_VBR_q(gfp, set->vbr_q);
SET_OPTION(quant_comp, set->quant_comp, -1);
SET_OPTION(quant_comp_short, set->quant_comp_s, -1);
if (set->expY) {
(void) lame_set_experimentalY(gfp, set->expY);
}
SET_OPTION(short_threshold_lrm, set->st_lrm, -1);
SET_OPTION(short_threshold_s, set->st_s, -1);
SET_OPTION(maskingadjust, set->masking_adj, 0);
SET_OPTION(maskingadjust_short, set->masking_adj_short, 0);
SET_OPTION(ATHlower, set->ath_lower, 0);
SET_OPTION(ATHcurve, set->ath_curve, -1);
SET_OPTION(athaa_sensitivity, set->ath_sensitivity, 0);
if (set->interch > 0) {
SET_OPTION(interChRatio, set->interch, -1);
}
/* parameters for which there is no proper set/get interface */
if (set->safejoint > 0) {
(void) lame_set_exp_nspsytune(gfp, lame_get_exp_nspsytune(gfp) | set->safejoint);
}
if (set->sfb21mod > 0) {
(void) lame_set_exp_nspsytune(gfp, lame_get_exp_nspsytune(gfp) | (set->sfb21mod << 20));
}
SET_OPTION(msfix, set->msfix, -1);
if (enforce == 0) {
gfp->VBR_q = a;
gfp->VBR_q_frac = x;
}
}
示例15: double
double
SVGFETurbulenceElement::Noise2(int aColorChannel, double aVec[2],
StitchInfo *aStitchInfo)
{
int bx0, bx1, by0, by1, b00, b10, b01, b11;
double rx0, rx1, ry0, ry1, *q, sx, sy, a, b, t, u, v;
long i, j;
t = aVec[0] + sPerlinN;
bx0 = (int) t;
bx1 = bx0 + 1;
rx0 = t - (int) t;
rx1 = rx0 - 1.0f;
t = aVec[1] + sPerlinN;
by0 = (int) t;
by1 = by0 + 1;
ry0 = t - (int) t;
ry1 = ry0 - 1.0f;
// If stitching, adjust lattice points accordingly.
if (aStitchInfo != NULL) {
if (bx0 >= aStitchInfo->mWrapX)
bx0 -= aStitchInfo->mWidth;
if (bx1 >= aStitchInfo->mWrapX)
bx1 -= aStitchInfo->mWidth;
if (by0 >= aStitchInfo->mWrapY)
by0 -= aStitchInfo->mHeight;
if (by1 >= aStitchInfo->mWrapY)
by1 -= aStitchInfo->mHeight;
}
bx0 &= sBM;
bx1 &= sBM;
by0 &= sBM;
by1 &= sBM;
i = mLatticeSelector[bx0];
j = mLatticeSelector[bx1];
b00 = mLatticeSelector[i + by0];
b10 = mLatticeSelector[j + by0];
b01 = mLatticeSelector[i + by1];
b11 = mLatticeSelector[j + by1];
sx = double (S_CURVE(rx0));
sy = double (S_CURVE(ry0));
q = mGradient[aColorChannel][b00];
u = rx0 * q[0] + ry0 * q[1];
q = mGradient[aColorChannel][b10];
v = rx1 * q[0] + ry0 * q[1];
a = LERP(sx, u, v);
q = mGradient[aColorChannel][b01];
u = rx0 * q[0] + ry1 * q[1];
q = mGradient[aColorChannel][b11];
v = rx1 * q[0] + ry1 * q[1];
b = LERP(sx, u, v);
return LERP(sy, a, b);
}