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 */
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const void *in, // no_margin
void *out, // no_margin
const int height, // no_margin
const int width, // no_margin
const int in_wrap, const int out_wrap, const int channels, const int bits,
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/* Action Geometry */
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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 */
const int b_blur_near_len, /* min=1 def=160 incr=1 max=1000 */
const int b_smudge_thick, /* min=1 def=7 incr=1 max=100 */
const double b_smudge_remain,
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/* 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 */
const int v_near_ref, /* min=0 def=4 incr=1 max=100 */
const int v_near_len, /* min=2 def=160 incr=1 max=1000 */
const bool mv_sw, /* false=OFF */
const bool pv_sw, /* false=OFF */
const bool cv_sw, /* false=OFF */
const long reference_channel, /* 3 =Alpha:RGBA orBGRA */
const bool debug_save_sw, /* false=OFF */
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 */