Push the const usage a bit further for compositor nodes, so that they are more explicit about not modifying original nodes from the editor. Differential Revision: https://developer.blender.org/D15822
67 lines
1.4 KiB
C++
67 lines
1.4 KiB
C++
/* SPDX-License-Identifier: GPL-2.0-or-later
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* Copyright 2011 Blender Foundation. */
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#pragma once
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#include "COM_MultiThreadedOperation.h"
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namespace blender::compositor {
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class BoxMaskOperation : public MultiThreadedOperation {
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private:
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using MaskFunc = std::function<float(bool is_inside, const float *mask, const float *value)>;
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/**
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* Cached reference to the input_program
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*/
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SocketReader *input_mask_;
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SocketReader *input_value_;
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float sine_;
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float cosine_;
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float aspect_ratio_;
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int mask_type_;
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const NodeBoxMask *data_;
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public:
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BoxMaskOperation();
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/**
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* The inner loop of this operation.
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*/
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void execute_pixel_sampled(float output[4], float x, float y, PixelSampler sampler) override;
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/**
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* Initialize the execution
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*/
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void init_execution() override;
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/**
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* Deinitialize the execution
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*/
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void deinit_execution() override;
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void set_data(const NodeBoxMask *data)
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{
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data_ = data;
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}
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void set_mask_type(int mask_type)
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{
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mask_type_ = mask_type;
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}
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void update_memory_buffer_partial(MemoryBuffer *output,
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const rcti &area,
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Span<MemoryBuffer *> inputs) override;
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private:
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void apply_mask(MemoryBuffer *output,
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const rcti &area,
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Span<MemoryBuffer *> inputs,
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MaskFunc mask_func);
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};
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} // namespace blender::compositor
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