In a real world it is very weird to disable AA on a mask, it will give ugly looking result. For some fast preview passes (like in the node preview) the system can decide to disable AA without asking user to do anything. One thing we can consider doing is to remove Feather option as well. If real compo becomes measurably slower in cases when mask has no real feather, we can disable feather internally, without user input. Disabling feather in the interface is like making things faster but giving a wrong result, which doesn't sound that helpful either. Reviewers: brecht Reviewed By: brecht Subscribers: hype, sebastian_k Differential Revision: https://developer.blender.org/D3677
158 lines
4.4 KiB
C++
158 lines
4.4 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_MaskOperation.h"
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#include "MEM_guardedalloc.h"
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#include "BLI_listbase.h"
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#include "BLI_math.h"
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extern "C" {
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# include "BKE_mask.h"
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}
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MaskOperation::MaskOperation() : NodeOperation()
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{
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this->addOutputSocket(COM_DT_VALUE);
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this->m_mask = NULL;
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this->m_maskWidth = 0;
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this->m_maskHeight = 0;
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this->m_maskWidthInv = 0.0f;
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this->m_maskHeightInv = 0.0f;
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this->m_frame_shutter = 0.0f;
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this->m_frame_number = 0;
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this->m_rasterMaskHandleTot = 1;
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memset(this->m_rasterMaskHandles, 0, sizeof(this->m_rasterMaskHandles));
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}
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void MaskOperation::initExecution()
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{
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if (this->m_mask && this->m_rasterMaskHandles[0] == NULL) {
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if (this->m_rasterMaskHandleTot == 1) {
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this->m_rasterMaskHandles[0] = BKE_maskrasterize_handle_new();
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BKE_maskrasterize_handle_init(this->m_rasterMaskHandles[0], this->m_mask,
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this->m_maskWidth, this->m_maskHeight,
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true, true, this->m_do_feather);
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}
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else {
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/* make a throw away copy of the mask */
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const float frame = (float)this->m_frame_number - this->m_frame_shutter;
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const float frame_step = (this->m_frame_shutter * 2.0f) / this->m_rasterMaskHandleTot;
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float frame_iter = frame;
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Mask *mask_temp;
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mask_temp = BKE_mask_copy_nolib(this->m_mask);
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/* trick so we can get unkeyed edits to display */
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{
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MaskLayer *masklay;
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MaskLayerShape *masklay_shape;
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for (masklay = (MaskLayer *)mask_temp->masklayers.first;
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masklay;
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masklay = masklay->next)
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{
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masklay_shape = BKE_mask_layer_shape_verify_frame(masklay, this->m_frame_number);
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BKE_mask_layer_shape_from_mask(masklay, masklay_shape);
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}
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}
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for (unsigned int i = 0; i < this->m_rasterMaskHandleTot; i++) {
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this->m_rasterMaskHandles[i] = BKE_maskrasterize_handle_new();
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/* re-eval frame info */
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BKE_mask_evaluate(mask_temp, frame_iter, true);
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BKE_maskrasterize_handle_init(this->m_rasterMaskHandles[i], mask_temp,
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this->m_maskWidth, this->m_maskHeight,
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true, true, this->m_do_feather);
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frame_iter += frame_step;
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}
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BKE_mask_free(mask_temp);
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MEM_freeN(mask_temp);
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}
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}
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}
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void MaskOperation::deinitExecution()
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{
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for (unsigned int i = 0; i < this->m_rasterMaskHandleTot; i++) {
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if (this->m_rasterMaskHandles[i]) {
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BKE_maskrasterize_handle_free(this->m_rasterMaskHandles[i]);
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this->m_rasterMaskHandles[i] = NULL;
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}
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}
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}
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void MaskOperation::determineResolution(unsigned int resolution[2], unsigned int preferredResolution[2])
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{
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if (this->m_maskWidth == 0 || this->m_maskHeight == 0) {
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NodeOperation::determineResolution(resolution, preferredResolution);
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}
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else {
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unsigned int nr[2];
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nr[0] = this->m_maskWidth;
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nr[1] = this->m_maskHeight;
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NodeOperation::determineResolution(resolution, nr);
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resolution[0] = this->m_maskWidth;
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resolution[1] = this->m_maskHeight;
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}
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}
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void MaskOperation::executePixelSampled(float output[4], float x, float y, PixelSampler /*sampler*/)
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{
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const float xy[2] = {
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(x * this->m_maskWidthInv) + this->m_mask_px_ofs[0],
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(y * this->m_maskHeightInv) + this->m_mask_px_ofs[1]};
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if (this->m_rasterMaskHandleTot == 1) {
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if (this->m_rasterMaskHandles[0]) {
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output[0] = BKE_maskrasterize_handle_sample(this->m_rasterMaskHandles[0], xy);
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}
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else {
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output[0] = 0.0f;
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}
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}
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else {
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/* incase loop below fails */
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output[0] = 0.0f;
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for (unsigned int i = 0; i < this->m_rasterMaskHandleTot; i++) {
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if (this->m_rasterMaskHandles[i]) {
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output[0] += BKE_maskrasterize_handle_sample(this->m_rasterMaskHandles[i], xy);
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}
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}
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/* until we get better falloff */
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output[0] /= this->m_rasterMaskHandleTot;
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}
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}
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