This adds a new parameter to the "Combined" overlay mode of the mask editor.
The "blending factor" allows users to blend the mask exterior with the original
footage to visualise the content of the mask in a more intuitive way.
The "Alpha" overlay is unaffected by this change.
The existing "Combined" overlay is used like before (covering everything
outside the mask in black), but can be blended with the slider in the mask overlay to look at the exterior.
Click me, but can be blended with the slider in the maskI am a GIF:
overlay to look at the exterior.{F11828417}
**Coding details:**
In the draw function of masks several adjustments were made:
- the "Combined" overlay mode now uses the GPU_BLEND_ALPHA method, and the blending factor as alpha value
- for this to work, the mask has to be inverted, which is currently done in a
for loop over the drawing buffer (Reviewers: this is definitely not the most
performant/nice way to do this, but I could not find a utility function/macro
performant/nice way to do this, but I could not find a utility function/macro to do this... I was thinking of adding an inversion flag to the
rasterisation, or maybe use some GPU computation to do this simple
calculation. Any suggestions?) calculation. Any suggestions?)
This is part of an effort to make mask editing more intuitive & easy to use: https://developer.blender.org/T93097