Refactor shadow generation
Trying to make the code easier to understand. The logic is unchanged. Signed-off-by: Yuxuan Shui <yshuiv7@gmail.com>
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@ -14,6 +14,11 @@ typedef struct conv {
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/// Calculate the sum of a rectangle part of the convolution kernel
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/// the rectangle is defined by top left (x, y), and a size (width x height)
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double attr_const sum_kernel(const conv *map, int x, int y, int width, int height);
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double attr_const sum_kernel_normalized(const conv *map, int x, int y, int width, int height);
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/// Create a kernel with gaussian distribution of radius r
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conv *gaussian_kernel(double r);
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/// preprocess kernels to make shadow generation faster
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/// shadow_sum[x*d+y] is the sum of the kernel from (0, 0) to (x, y), inclusive
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void shadow_preprocess(conv *map, double **shadow_sum);
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