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blender-archive/source/blender/compositor/operations/COM_MaskOperation.h

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/*
* 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.
*
* Copyright 2012, Blender Foundation.
*/
#pragma once
#include "BLI_listbase.h"
#include "COM_NodeOperation.h"
#include "DNA_mask_types.h"
#include "IMB_imbuf_types.h"
/* Forward declarations. */
struct MaskRasterHandle;
namespace blender::compositor {
/**
* 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_mask_px_ofs[2];
float m_frame_shutter;
int m_frame_number;
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]) override;
public:
MaskOperation();
void initExecution() override;
void deinitExecution() override;
void setMask(Mask *mask)
{
this->m_mask = mask;
}
void setMaskWidth(int width)
{
this->m_maskWidth = width;
this->m_maskWidthInv = 1.0f / (float)width;
this->m_mask_px_ofs[0] = this->m_maskWidthInv * 0.5f;
}
void setMaskHeight(int height)
{
this->m_maskHeight = height;
this->m_maskHeightInv = 1.0f / (float)height;
this->m_mask_px_ofs[1] = this->m_maskHeightInv * 0.5f;
}
void setFramenumber(int frame_number)
{
this->m_frame_number = frame_number;
}
void setFeather(bool feather)
{
this->m_do_feather = feather;
}
void setMotionBlurSamples(int samples)
{
this->m_rasterMaskHandleTot = MIN2(MAX2(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) override;
};
} // namespace blender::compositor