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blender-archive/source/blender/compositor/operations/COM_MaskOperation.h
Lukas Tönne c566e408e4 Cleanup: Renamed compositor executePixel functions and their 'read' wrappers in SocketReader.
Distinguish the 3 different methods for acquiring pixel color values (executePixel, executePixelSampled, executePixelFiltered).
This makes it easier to keep track of the different sampling methods (and works nicer with IDEs that do code parsing).

Differential Revision: http://developer.blender.org/D7
2013-11-19 11:06:16 +01:00

90 lines
2.6 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_mask_types.h"
#include "BLI_listbase.h"
#include "IMB_imbuf_types.h"
/**
* 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 */
float m_frame_shutter;
int m_frame_number;
bool m_do_smooth;
bool m_do_feather;
struct MaskRasterHandle *m_rasterMaskHandles[CMP_NODE_MASK_MBLUR_SAMPLES_MAX];
unsigned int m_rasterMaskHandleTot;
/**
* Determine the output resolution. The resolution is retrieved from the Renderer
*/
void determineResolution(unsigned int resolution[2], unsigned int preferredResolution[2]);
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;
}
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; }
void setMotionBlurSamples(int samples) { this->m_rasterMaskHandleTot = min(max(1, samples), CMP_NODE_MASK_MBLUR_SAMPLES_MAX); }
void setMotionBlurShutter(float shutter) { this->m_frame_shutter = shutter; }
void executePixelSampled(float output[4], float x, float y, PixelSampler sampler);
};
#endif