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blender-archive/source/blender/compositor/operations/COM_MaskOperation.h
Sergey Sharybin b07d866cf6 Compositor: Always use AA on masks
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
2018-09-06 11:26:19 +02:00

91 lines
2.7 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_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]);
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;
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 = 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