Files
test2/source/blender/sequencer/intern/render.hh
Aras Pranckevicius dc063d8a80 Fix #131106: VSE strip mask inconsistencies between byte and float images
If a strip mask was used several times in the same frame, and it needed
to do byte->float conversion (e.g. mask is produced by a byte-color
strip, but then used in both a byte-color strip, and later on in a
float-color strip), then that byte->float mask image conversion was
introducing two inconsistencies:
- It was making mask alpha channel affect the result, which was not
  happening with regular byte mask images, and
- It was converting float mask to scene linear space, which was
  resulting in different image than with a byte mask.

Fix those issues by ensuring that all VSE modifiers can take either
byte or float mask as-is, without extra conversions. Previously, some
of the modifiers were done in a way where they only handled "(byte
image + byte mask) or (float image + float mask)" cases.

Pull Request: https://projects.blender.org/blender/blender/pulls/131355
2024-12-06 18:43:52 +01:00

67 lines
2.2 KiB
C++

/* SPDX-FileCopyrightText: 2024 Blender Authors
*
* SPDX-License-Identifier: GPL-2.0-or-later */
#pragma once
/** \file
* \ingroup sequencer
*/
#include "BLI_math_vector_types.hh"
#include "BLI_vector.hh"
struct ImBuf;
struct LinkNode;
struct ListBase;
struct Scene;
struct SeqEffectHandle;
struct SeqRenderData;
struct Sequence;
/* mutable state for sequencer */
struct SeqRenderState {
LinkNode *scene_parents = nullptr;
};
/* Strip corner coordinates in screen pixel space. Note that they might not be
* axis aligned when rotation is present. */
struct StripScreenQuad {
blender::float2 v0, v1, v2, v3;
bool is_empty() const
{
return v0 == v1 && v2 == v3 && v0 == v2;
}
};
ImBuf *seq_render_give_ibuf_seqbase(const SeqRenderData *context,
float timeline_frame,
int chan_shown,
ListBase *channels,
ListBase *seqbasep);
ImBuf *seq_render_effect_execute_threaded(SeqEffectHandle *sh,
const SeqRenderData *context,
Sequence *seq,
float timeline_frame,
float fac,
ImBuf *ibuf1,
ImBuf *ibuf2);
void seq_imbuf_to_sequencer_space(const Scene *scene, ImBuf *ibuf, bool make_float);
blender::Vector<Sequence *> seq_get_shown_sequences(
const Scene *scene, ListBase *channels, ListBase *seqbase, int timeline_frame, int chanshown);
ImBuf *seq_render_strip(const SeqRenderData *context,
SeqRenderState *state,
Sequence *seq,
float timeline_frame);
/* Renders Mask into an image suitable for sequencer:
* RGB channels contain mask intensity; alpha channel is opaque. */
ImBuf *seq_render_mask(const SeqRenderData *context,
Mask *mask,
float frame_index,
bool make_float);
void seq_imbuf_assign_spaces(const Scene *scene, ImBuf *ibuf);
StripScreenQuad get_strip_screen_quad(const SeqRenderData *context, const Sequence *seq);