tahoma2d/toonz/sources/stdfx/igs_line_blur.h

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#ifndef igs_line_blur_h
#define igs_line_blur_h
#ifndef IGS_LINE_BLUR_EXPORT
#define IGS_LINE_BLUR_EXPORT
#endif
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namespace igs {
namespace line_blur {
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IGS_LINE_BLUR_EXPORT void convert(
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/* 入出力画像 */
const void *in // no_margin
,
void *out // no_margin
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,
const int height // no_margin
,
const int width // no_margin
,
const int channels,
const int bits
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/* Action Geometry */
,
const int b_blur_count /* min=1 def=51 incr=1 max=100 */
,
const double b_blur_power /* min=0.1 def=1 incr=0.1 max=10.0 */
,
const int b_subpixel /* min=1 def=1 incr=1 max=8 */
,
const int b_blur_near_ref /* min=1 def=5 incr=1 max=100 */
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const int b_blur_near_len /* min=1 def=160 incr=1 max=1000 */
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const int b_smudge_thick /* min=1 def=7 incr=1 max=100 */
,
const double b_smudge_remain
/* min=0.0 def=0.85 incr=0.001 max=1.0 */
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const int v_smooth_retry /* min=0 def=100 incr=1 max=1000 */
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const int v_near_ref /* min=0 def=4 incr=1 max=100 */
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const int v_near_len /* min=2 def=160 incr=1 max=1000 */
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,
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const bool mv_sw /* false=OFF */
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,
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const bool pv_sw /* false=OFF */
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,
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const bool cv_sw /* false=OFF */
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const long reference_channel /* 3 =Alpha:RGBA orBGRA */
,
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const bool debug_save_sw /* false=OFF */
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const int brush_action /* 0 =Curve Blur ,1=Smudge Brush */
);
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}
} // namespace igs
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#endif /* !igs_line_blur_h */