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ShapeMaskNode

Struct ShapeMaskNode 

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pub struct ShapeMaskNode {
    pub mask_rgba: Vec<u8>,
    pub mask_width: u32,
    pub mask_height: u32,
    /* private fields */
}
Expand description

Mask inputs[0] using the alpha channel of inputs[1] (or mask_rgba).

Pixels where the mask alpha is > 0 are kept opaque; all others are made fully transparent (hard threshold at ~1/255).

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§mask_rgba: Vec<u8>

Mask frame RGBA bytes (required for the CPU path).

§mask_width: u32

Width of mask_rgba.

§mask_height: u32

Height of mask_rgba.

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impl ShapeMaskNode

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pub fn new(mask_rgba: Vec<u8>, mask_width: u32, mask_height: u32) -> Self

Trait Implementations§

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impl RenderNode for ShapeMaskNode

Available on crate feature wgpu only.
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fn input_count(&self) -> usize

Number of input textures required by this node (default: 1).
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fn process( &self, inputs: &[&Texture], outputs: &[&Texture], ctx: &RenderContext, )

Run the GPU render pass. Read more
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fn pass_count(&self) -> usize

Number of render passes (default: 1). Multi-pass nodes (e.g. gaussian blur) return 2 or more.
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impl RenderNodeCpu for ShapeMaskNode

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fn process_cpu(&self, rgba: &mut [u8], _w: u32, _h: u32)

Process rgba in-place. Read more

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