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C++ LERP函数代码示例

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];
}
开发者ID:fengqk,项目名称:Art,代码行数:60,代码来源:APerlinNoise2D.cpp

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);
}
开发者ID:Nocte-,项目名称:hexahedra,代码行数:35,代码来源:tb_widget_animation.cpp

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 ) ) );
}
开发者ID:ataibarkai,项目名称:Pixie-iOS,代码行数:32,代码来源:noise.cpp

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;
}
开发者ID:Samana,项目名称:GodComplex,代码行数:34,代码来源:Scene.cpp

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 ) );
}
开发者ID:mmluqman,项目名称:vimjay,代码行数:32,代码来源:noise1234.c

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 ) );
}
开发者ID:torule,项目名称:rss-glx,代码行数:32,代码来源:noise1234.c

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);
}
开发者ID:jgan42,项目名称:rt,代码行数:8,代码来源:lerp_vec4.c

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);
}
开发者ID:jgan42,项目名称:rt,代码行数:8,代码来源:lerp_vec4.c

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);
}
开发者ID:nikai3d,项目名称:mesa,代码行数:8,代码来源:s_blit.c

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);
}
开发者ID:oleavitt,项目名称:gem,代码行数:9,代码来源:exeval.c

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);
}
开发者ID:EduardMe,项目名称:GraphicsGems,代码行数:9,代码来源:triangleCube.c

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);
}
开发者ID:bsumirak,项目名称:ugcore,代码行数:16,代码来源:tri_box.cpp

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;
            }
        }
    }
}
开发者ID:sazl,项目名称:CMP494Project,代码行数:54,代码来源:mandelbrot.c

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;
    }
}
开发者ID:271845221,项目名称:Mp3VoiceRecorderSampleForAndroid,代码行数:57,代码来源:presets.c

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);
}
开发者ID:Incognito,项目名称:mozilla-central,代码行数:52,代码来源:SVGFETurbulenceElement.cpp


注:本文中的LERP函数示例由纯净天空整理自Github/MSDocs等开源代码及文档管理平台,相关代码片段筛选自各路编程大神贡献的开源项目,源码版权归原作者所有,传播和使用请参考对应项目的License;未经允许,请勿转载。