/* * Copyright 2011, Blender Foundation. * * This program is free software; you can redistribute it and/or * modify it under the terms of the GNU General Public License * as published by the Free Software Foundation; either version 2 * of the License, or (at your option) any later version. * * This program is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the * GNU General Public License for more details. * * You should have received a copy of the GNU General Public License * along with this program; if not, write to the Free Software Foundation, * Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA. * * Contributor: * Jeroen Bakker * Monique Dewanchand */ #ifndef _COM_CompositorContext_h #define _COM_CompositorContext_h #include #include "BKE_text.h" #include #include "DNA_node_types.h" #include "BLI_rect.h" #include "DNA_scene_types.h" #include "COM_defines.h" /** * @brief Overall context of the compositor */ class CompositorContext { private: /** * @brief The rendering field describes if we are rendering (F12) or if we are editing (Node editor) * This field is initialized in ExecutionSystem and must only be read from that point on. * @see ExecutionSystem */ bool rendering; /** * @brief The quality of the composite. * This field is initialized in ExecutionSystem and must only be read from that point on. * @see ExecutionSystem */ CompositorQuality quality; /** * @brief Reference to the scene that is being composited. * This field is initialized in ExecutionSystem and must only be read from that point on. * @see ExecutionSystem */ Scene* scene; /** * @brief reference to the bNodeTree * This field is initialized in ExecutionSystem and must only be read from that point on. * @see ExecutionSystem */ bNodeTree* bnodetree; /** * @brief does this system have active opencl devices? */ bool hasActiveOpenCLDevices; public: /** * @brief constructor initializes the context with default values. */ CompositorContext(); /** * @brief set the rendering field of the context */ void setRendering(bool rendering) { this->rendering = rendering; } /** * @brief get the rendering field of the context */ bool isRendering() const {return this->rendering;} /** * @brief set the scene of the context */ void setScene(Scene* scene) {this->scene = scene;} /** * @brief set the bnodetree of the context */ void setbNodeTree(bNodeTree* bnodetree) {this->bnodetree = bnodetree;} /** * @brief get the bnodetree of the context */ const bNodeTree * getbNodeTree() const {return this->bnodetree;} /** * @brief get the scene of the context */ const Scene* getScene() const {return this->scene;} /** * @brief set the quality */ void setQuality(CompositorQuality quality) { this->quality = quality; } /** * @brief get the quality */ const CompositorQuality getQuality() const { return quality; } /** * @brief get the current framenumber of the scene in this context */ const int getFramenumber() const; /** * @brief has this system active openclDevices? */ const bool getHasActiveOpenCLDevices() const { return this->hasActiveOpenCLDevices; } /** * @brief set has this system active openclDevices? */ void setHasActiveOpenCLDevices(bool hasAvtiveOpenCLDevices) { this->hasActiveOpenCLDevices = hasAvtiveOpenCLDevices; } int getChunksize() {return this->getbNodeTree()->chunksize;} const int isColorManaged() const; }; #endif