This repository has been archived on 2023-10-09. You can view files and clone it, but cannot push or open issues or pull requests.
Files
blender-archive/source/blender/compositor/operations/COM_MaskOperation.h

91 lines
2.5 KiB
C++
Raw Normal View History

/*
* Copyright 2012, Blender Foundation.
*
* This program is free software; you can redistribute it and/or
* modify it under the terms of the GNU General Public License
* as published by the Free Software Foundation; either version 2
* of the License, or (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software Foundation,
* Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
*
* Contributor:
* Jeroen Bakker
* Monique Dewanchand
* Sergey Sharybin
*/
#ifndef _COM_MaskOperation_h
#define _COM_MaskOperation_h
#include "COM_NodeOperation.h"
#include "DNA_scene_types.h"
#include "DNA_mask_types.h"
#include "BLI_listbase.h"
#include "IMB_imbuf_types.h"
/**
2012-06-13 23:31:47 +00:00
* Class with implementation of mask rasterization
*/
class MaskOperation : public NodeOperation {
protected:
Mask *m_mask;
/* note, these are used more like aspect,
* but they _do_ impact on mask detail */
int m_maskWidth;
int m_maskHeight;
float m_maskWidthInv; /* 1 / m_maskWidth */
float m_maskHeightInv; /* 1 / m_maskHeight */
2012-07-27 10:20:36 +00:00
float m_frame_shutter;
int m_frame_number;
bool m_do_smooth;
bool m_do_feather;
struct MaskRasterHandle *m_rasterMaskHandles[32];
unsigned int m_rasterMaskHandleTot;
/**
2012-06-13 23:31:47 +00:00
* Determine the output resolution. The resolution is retrieved from the Renderer
*/
void determineResolution(unsigned int resolution[], unsigned int preferredResolution[]);
public:
MaskOperation();
void initExecution();
void deinitExecution();
void setMask(Mask *mask) { this->m_mask = mask; }
void setMaskWidth(int width)
{
this->m_maskWidth = width;
this->m_maskWidthInv = 1.0f / (float)width;
}
void setMaskHeight(int height)
{
this->m_maskHeight = height;
this->m_maskHeightInv = 1.0f / (float)height;
}
2012-07-27 10:20:36 +00:00
void setFramenumber(int frame_number) { this->m_frame_number = frame_number; }
void setSmooth(bool smooth) { this->m_do_smooth = smooth; }
void setFeather(bool feather) { this->m_do_feather = feather; }
2012-07-27 10:20:36 +00:00
void setMotionBlurSamples(int samples) { this->m_rasterMaskHandleTot = max(1, samples); }
2012-07-27 10:20:36 +00:00
void setMotionBlurShutter(float shutter) { this->m_frame_shutter = shutter; }
void executePixel(float *color, float x, float y, PixelSampler sampler);
};
#endif