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authorSergey Sharybin <sergey.vfx@gmail.com>2013-03-20 22:01:47 +0400
committerSergey Sharybin <sergey.vfx@gmail.com>2013-03-20 22:01:47 +0400
commite9b0b402cc85533c8b247b174f17f41b1892ef04 (patch)
treed0ab9d85060f9452630bef696208668daccc99ce /source/blender/compositor/operations/COM_CompositorOperation.h
parent1b9e17fb9a814799411778c8a8b51f981efcf0da (diff)
Changes to compositor output node
Make it so compositor output node wouldn't be calculated when Render Result image is not visible on the screen. This makes compositor tree editing more friendly and faster. Also, if there's no viewer image visible on the screen viewer nodes wouldn't be handled. Final rendering keeps unchanged for now. This solves issues when for performance artists are disconnecting compo output node before tweaking values in compositor and forgets to attach compo output node before sending file to the farm.
Diffstat (limited to 'source/blender/compositor/operations/COM_CompositorOperation.h')
-rw-r--r--source/blender/compositor/operations/COM_CompositorOperation.h13
1 files changed, 11 insertions, 2 deletions
diff --git a/source/blender/compositor/operations/COM_CompositorOperation.h b/source/blender/compositor/operations/COM_CompositorOperation.h
index 27d29664610..d33e89ed742 100644
--- a/source/blender/compositor/operations/COM_CompositorOperation.h
+++ b/source/blender/compositor/operations/COM_CompositorOperation.h
@@ -66,19 +66,28 @@ private:
*/
SocketReader *m_depthInput;
- /* Ignore any alpha input */
+ /**
+ * @brief Ignore any alpha input
+ */
bool m_ignoreAlpha;
+ /**
+ * @brief operation is active for calculating final compo result
+ */
+ bool m_active;
public:
CompositorOperation();
+ const bool isActiveCompositorOutput() const { return this->m_active; }
void executeRegion(rcti *rect, unsigned int tileNumber);
void setSceneName(const char *sceneName) { BLI_strncpy(this->m_sceneName, sceneName, sizeof(this->m_sceneName)); }
void setRenderData(const RenderData *rd) { this->m_rd = rd; }
- bool isOutputOperation(bool rendering) const { return true; }
+ bool isOutputOperation(bool rendering) const { return this->isActiveCompositorOutput(); }
void initExecution();
void deinitExecution();
const CompositorPriority getRenderPriority() const { return COM_PRIORITY_MEDIUM; }
void determineResolution(unsigned int resolution[2], unsigned int preferredResolution[2]);
void setIgnoreAlpha(bool value) { this->m_ignoreAlpha = value; }
+ void setActive(bool active) { this->m_active = active; }
};
#endif
+