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blender-archive/source/blender/compositor/operations/COM_MaskOperation.h
Sergey Sharybin 3305674bb5 Port mask node to new compositor system
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.
2012-05-24 14:01:00 +00:00

67 lines
1.9 KiB
C++

/*
* 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"
/**
* Class with implementation of mask rasterization
*/
class MaskOperation : public NodeOperation {
protected:
Mask *mask;
int maskWidth;
int maskHeight;
int framenumber;
float *rasterizedMask;
/**
* 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 *initializeTileData(rcti *rect, MemoryBuffer **memoryBuffers);
void setMask(Mask *mask) {this->mask = mask;}
void setMaskWidth(int width) {this->maskWidth = width;}
void setMaskHeight(int height) {this->maskHeight = height;}
void setFramenumber(int framenumber) {this->framenumber = framenumber;}
void executePixel(float *color, int x, int y, MemoryBuffer *inputBuffers[], void *data);
};
#endif