40 size =
float2(size.x * cosine + size.y * sine, size.x * sine + size.y * cosine);
52 return Domain(domain_size, transformation);
65 realization_options.
wrap_y ? 0.0f : 1.0f);
68 Domain input_domain = input.domain();
69 float3x3 domain_transformation = transformation;
70 domain_transformation.
location() *= wrap_mask;
71 input_domain.transform(domain_transformation);
82 output.get_realization_options().interpolation = realization_options.
interpolation;
int GPU_max_texture_size()
T cos(const AngleRadianBase< T > &a)
T clamp(const T &a, const T &min, const T &max)
T sin(const AngleRadianBase< T > &a)
void to_loc_rot_scale(const MatBase< T, 3, 3 > &mat, VecBase< T, 2 > &r_location, AngleRadianBase< T > &r_rotation, VecBase< T, 2 > &r_scale)
MatT from_loc_rot_scale(const typename MatT::loc_type &location, const RotationT &rotation, const VecBase< typename MatT::base_type, ScaleDim > &scale)
static Domain compute_realized_transformation_domain(const Domain &domain)
void transform(Context &context, Result &input, Result &output, const float3x3 &transformation, RealizationOptions realization_options)
void realize_on_domain(Context &context, Result &input, Result &output, const Domain &domain, const float3x3 &input_transformation, const RealizationOptions &realization_options)
VecBase< int32_t, 2 > int2
VecBase< float, 2 > float2
Interpolation interpolation