29 .default_value({1.0f, 1.0f, 1.0f, 1.0f})
30 .compositor_domain_priority(0);
32 .default_value({0.0f, 1.0f, 0.0f})
37 .default_value({1.0f, 1.0f, 0.0f})
42 .default_value({0.0f, 0.0f, 0.0f})
47 .default_value({1.0f, 0.0f, 0.0f})
81 smaa(
context(), plane_mask, anti_aliased_plane_mask);
89 output_mask.
steal_data(anti_aliased_plane_mask);
92 anti_aliased_plane_mask.
release();
160 float corners[4][2] = {{lower_left.x, lower_left.y},
161 {lower_right.x, lower_right.y},
162 {upper_right.x, upper_right.y},
163 {upper_left.x, upper_left.y}};
164 float identity_corners[4][2] = {{0.0f, 0.0f}, {1.0f, 0.0f}, {1.0f, 1.0f}, {0.0f, 1.0f}};
166 return homography_matrix;
184 ntype.
declare = file_ns::cmp_node_cornerpin_declare;
#define NODE_CLASS_DISTORT
void BKE_tracking_homography_between_two_quads(float reference_corners[4][2], float corners[4][2], float H[3][3])
bool is_quad_convex_v2(const float v1[2], const float v2[2], const float v3[2], const float v4[2])
void GPU_shader_uniform_mat3_as_mat4(GPUShader *sh, const char *name, const float data[3][3])
void GPU_shader_bind(GPUShader *shader)
void GPU_texture_anisotropic_filter(GPUTexture *texture, bool use_aniso)
void GPU_texture_extend_mode(GPUTexture *texture, GPUSamplerExtendMode extend_mode)
@ GPU_SAMPLER_EXTEND_MODE_EXTEND
void GPU_texture_mipmap_mode(GPUTexture *texture, bool use_mipmap, bool use_filter)
struct GPUShader GPUShader
bool compositor_expects_single_value() const
float3x3 compute_homography_matrix()
Result compute_plane_mask(const float3x3 &homography_matrix)
void compute_plane(const float3x3 &homography_matrix, Result &plane_mask)
GPUShader * get_shader(const char *info_name, ResultPrecision precision)
Result create_result(ResultType type, ResultPrecision precision)
NodeOperation(Context &context, DNode node)
Result & get_input(StringRef identifier) const
Result & get_result(StringRef identifier)
Context & context() const
virtual Domain compute_domain()
void bind_as_image(GPUShader *shader, const char *image_name, bool read=false) const
void pass_through(Result &target)
void unbind_as_texture() const
float4 get_vector_value_default(const float4 &default_value) const
void unbind_as_image() const
void set_float_value(float value)
bool is_single_value() const
void allocate_texture(Domain domain, bool from_pool=true)
void steal_data(Result &source)
void bind_as_texture(GPUShader *shader, const char *texture_name) const
void allocate_single_value()
local_group_size(16, 16) .push_constant(Type b
void node_register_type(bNodeType *ntype)
static NodeOperation * get_compositor_operation(Context &context, DNode node)
static void cmp_node_cornerpin_declare(NodeDeclarationBuilder &b)
void smaa(Context &context, Result &input, Result &output, float threshold=0.1f, float local_contrast_adaptation_factor=2.0f, int corner_rounding=25)
void compute_dispatch_threads_at_least(GPUShader *shader, int2 threads_range, int2 local_size=int2(16))
VecBase< float, 4 > float4
void register_node_type_cmp_cornerpin()
void cmp_node_type_base(blender::bke::bNodeType *ntype, int type, const char *name, short nclass)
const c_style_mat & ptr() const
static MatBase identity()
VecBase< T, 2 > xy() const
NodeGetCompositorOperationFunction get_compositor_operation
NodeDeclareFunction declare