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blender-archive/source/blender/compositor/operations/COM_MaskOperation.h
Sergey Sharybin facc2429ab Mask node: create a copy of layers to be rasterized in initExecution
This creates a list of splines to be rasterized in nitExecution which
is being called from main thread. This should resolve possible threading
issues discovered in tomato branch.
2012-07-04 07:10:23 +00:00

72 lines
2.1 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_scene_types.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;
int m_maskWidth;
int m_maskHeight;
int m_framenumber;
bool m_do_smooth;
bool m_do_feather;
float *m_rasterizedMask;
ListBase m_maskLayers;
/**
* Determine the output resolution. The resolution is retrieved from the Renderer
*/
void determineResolution(unsigned int resolution[], unsigned int preferredResolution[]);
public:
MaskOperation();
void initExecution();
void deinitExecution();
void *initializeTileData(rcti *rect, MemoryBuffer **memoryBuffers);
void setMask(Mask *mask) { this->m_mask = mask; }
void setMaskWidth(int width) { this->m_maskWidth = width; }
void setMaskHeight(int height) { this->m_maskHeight = height; }
void setFramenumber(int framenumber) { this->m_framenumber = framenumber; }
void setSmooth(bool smooth) { this->m_do_smooth = smooth; }
void setFeather(bool feather) { this->m_do_feather = feather; }
void executePixel(float *color, int x, int y, MemoryBuffer *inputBuffers[], void *data);
};
#endif