Works in the same way as double edge node -- not actually multithreaded but currently it's fast enough to be used in such way. In the future it might be changed in some way. Move actual mask rasterization code to BKE so it's resued by old compositor system and new compositor. Also in the future it might be used to display mask preview in mask editor.
66 lines
1.9 KiB
C++
66 lines
1.9 KiB
C++
/*
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* Copyright 2012, Blender Foundation.
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*
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* This program is free software; you can redistribute it and/or
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* modify it under the terms of the GNU General Public License
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* as published by the Free Software Foundation; either version 2
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* of the License, or (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, write to the Free Software Foundation,
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* Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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*
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* Contributor:
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* Jeroen Bakker
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* Monique Dewanchand
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* Sergey Sharybin
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*/
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#include "COM_MaskNode.h"
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#include "COM_ExecutionSystem.h"
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#include "COM_MaskOperation.h"
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extern "C" {
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#include "DNA_mask_types.h"
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}
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MaskNode::MaskNode(bNode *editorNode): Node(editorNode)
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{
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}
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void MaskNode::convertToOperations(ExecutionSystem *graph, CompositorContext * context)
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{
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const RenderData *data = &context->getScene()->r;
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InputSocket *inputImage = this->getInputSocket(0);
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OutputSocket *outputMask = this->getOutputSocket(0);
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bNode *editorNode = this->getbNode();
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Mask *mask = (Mask *)editorNode->id;
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// always connect the output image
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MaskOperation *operation = new MaskOperation();
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if (inputImage->isConnected()) {
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inputImage->relinkConnections(operation->getInputSocket(0), 0, graph);
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}
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else {
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operation->setMaskWidth(data->xsch * data->size / 100.0f);
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operation->setMaskHeight(data->ysch * data->size / 100.0f);
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}
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if (outputMask->isConnected()) {
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outputMask->relinkConnections(operation->getOutputSocket());
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}
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operation->setMask(mask);
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operation->setFramenumber(context->getFramenumber());
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graph->addOperation(operation);
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}
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