#include "bcwindowbase.inc"
#include "canvas.inc"
#include "condition.inc"
-#include "maskauto.inc"
+#include "maskauto.h"
#include "maskautos.inc"
#include "mutex.inc"
#include "mwindow.inc"
{
// 5
WRITE_BUFFER = LAST_COMMAND,
- FINISH_OUTPUT,
CLEAR_OUTPUT,
OVERLAY,
DO_FADE,
// output - passed when rendering refresh frame. If 0, the canvas is cleared.
void clear_output(Canvas *canvas, VFrame *output);
-// Finish all active opengl requests
- void finish_output();
-
void do_fade(Canvas *canvas, VFrame *frame, float fade);
void convert_cmodel(Canvas *canvas, VFrame *output, int dst_cmodel);
- void do_mask(Canvas *canvas,
- VFrame *output,
- int64_t start_position_project,
- MaskAutos *keyframe_set,
- MaskAuto *keyframe,
- MaskAuto *default_auto);
-
+ void draw_spots(MaskSpots &spots, int ix1,int iy1, int ix2,int iy2);
+ void do_mask(Canvas *canvas, VFrame *output, int64_t start_position_project,
+ MaskAutos *keyframe_set, MaskAuto *keyframe, MaskAuto *default_auto);
// Overlay a virtual node on the framebuffer
void overlay(Canvas *canvas,
private:
// Called by write_buffer and clear_frame to initialize OpenGL flags
- void init_frame(Playback3DCommand *command, int is_yuv=0);
+ void color_frame(Playback3DCommand *command,
+ float r, float g, float b, float a);
void write_buffer_sync(Playback3DCommand *command);
void draw_output(Playback3DCommand *command, int flip_y);
- void finish_output_sync(Playback3DCommand *command);
void clear_output_sync(Playback3DCommand *command);
void clear_input_sync(Playback3DCommand *command);
void overlay_sync(Playback3DCommand *command);