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authorYimingWu <xp8110@outlook.com>2021-10-26 19:10:25 +0300
committerYimingWu <xp8110@outlook.com>2021-10-26 19:10:49 +0300
commitec831ce5df86cbdbed8030d8a056f8a9b4eb0273 (patch)
tree8383daaf47fc9c59456f11b3e812109fe56d2cd5 /source/blender/gpencil_modifiers/intern/lineart/MOD_lineart.h
parent3371a4c472eef06d1c9e15451b245cb4575d667f (diff)
LineArt: Trimming edges right at the image border
This option allows the edge to end right at the border instead of extending beyond. Useful when having multiple camera setup where you want the border to be clean. Also moved overscan option down inside "Composition" sub panel so it makes more sense. Reviewed By: Antonio Vazquez (antoniov) Differential Revision: https://developer.blender.org/D12126
Diffstat (limited to 'source/blender/gpencil_modifiers/intern/lineart/MOD_lineart.h')
-rw-r--r--source/blender/gpencil_modifiers/intern/lineart/MOD_lineart.h8
1 files changed, 5 insertions, 3 deletions
diff --git a/source/blender/gpencil_modifiers/intern/lineart/MOD_lineart.h b/source/blender/gpencil_modifiers/intern/lineart/MOD_lineart.h
index 727de381fa4..d8926a63307 100644
--- a/source/blender/gpencil_modifiers/intern/lineart/MOD_lineart.h
+++ b/source/blender/gpencil_modifiers/intern/lineart/MOD_lineart.h
@@ -182,9 +182,9 @@ typedef struct LineartEdgeChain {
typedef struct LineartEdgeChainItem {
struct LineartEdgeChainItem *next, *prev;
- /** Need z value for fading */
- float pos[3];
- /** For restoring position to 3d space */
+ /** Need z value for fading, w value for image frame clipping. */
+ float pos[4];
+ /** For restoring position to 3d space. */
float gpos[3];
float normal[3];
unsigned char line_type;
@@ -299,6 +299,7 @@ typedef struct LineartRenderBuffer {
bool use_loose_as_contour;
bool use_loose_edge_chain;
bool use_geometry_space_chain;
+ bool use_image_boundary_trimming;
bool filter_face_mark;
bool filter_face_mark_invert;
@@ -594,6 +595,7 @@ void MOD_lineart_chain_feature_lines(LineartRenderBuffer *rb);
void MOD_lineart_chain_split_for_fixed_occlusion(LineartRenderBuffer *rb);
void MOD_lineart_chain_connect(LineartRenderBuffer *rb);
void MOD_lineart_chain_discard_short(LineartRenderBuffer *rb, const float threshold);
+void MOD_lineart_chain_clip_at_border(LineartRenderBuffer *rb);
void MOD_lineart_chain_split_angle(LineartRenderBuffer *rb, float angle_threshold_rad);
void MOD_lineart_smooth_chains(LineartRenderBuffer *rb, float tolerance);
void MOD_lineart_chain_offset_towards_camera(LineartRenderBuffer *rb,