/* * 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 "DNA_color_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 m_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 m_quality; Scene *m_scene; /** * @brief Reference to the render data that is being composited. * This field is initialized in ExecutionSystem and must only be read from that point on. * @see ExecutionSystem */ RenderData *m_rd; /** * @brief reference to the bNodeTree * This field is initialized in ExecutionSystem and must only be read from that point on. * @see ExecutionSystem */ bNodeTree *m_bnodetree; /** * @brief Preview image hash table * This field is initialized in ExecutionSystem and must only be read from that point on. */ bNodeInstanceHash *m_previews; /** * @brief does this system have active opencl devices? */ bool m_hasActiveOpenCLDevices; /** * @brief Skip slow nodes */ bool m_fastCalculation; /* @brief color management settings */ const ColorManagedViewSettings *m_viewSettings; const ColorManagedDisplaySettings *m_displaySettings; public: /** * @brief constructor initializes the context with default values. */ CompositorContext(); /** * @brief set the rendering field of the context */ void setRendering(bool rendering) { this->m_rendering = rendering; } /** * @brief get the rendering field of the context */ bool isRendering() const { return this->m_rendering; } /** * @brief set the scene of the context */ void setRenderData(RenderData *rd) { this->m_rd = rd; } /** * @brief set the bnodetree of the context */ void setbNodeTree(bNodeTree *bnodetree) { this->m_bnodetree = bnodetree; } /** * @brief get the bnodetree of the context */ const bNodeTree *getbNodeTree() const { return this->m_bnodetree; } /** * @brief get the scene of the context */ const RenderData *getRenderData() const { return this->m_rd; } void setScene(Scene *scene) { m_scene = scene; } Scene *getScene() const { return m_scene; } /** * @brief set the preview image hash table */ void setPreviewHash(bNodeInstanceHash *previews) { this->m_previews = previews; } /** * @brief get the preview image hash table */ bNodeInstanceHash *getPreviewHash() const { return this->m_previews; } /** * @brief set view settings of color color management */ void setViewSettings(const ColorManagedViewSettings *viewSettings) { this->m_viewSettings = viewSettings; } /** * @brief get view settings of color color management */ const ColorManagedViewSettings *getViewSettings() const { return this->m_viewSettings; } /** * @brief set display settings of color color management */ void setDisplaySettings(const ColorManagedDisplaySettings *displaySettings) { this->m_displaySettings = displaySettings; } /** * @brief get display settings of color color management */ const ColorManagedDisplaySettings *getDisplaySettings() const { return this->m_displaySettings; } /** * @brief set the quality */ void setQuality(CompositorQuality quality) { this->m_quality = quality; } /** * @brief get the quality */ const CompositorQuality getQuality() const { return this->m_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->m_hasActiveOpenCLDevices; } /** * @brief set has this system active openclDevices? */ void setHasActiveOpenCLDevices(bool hasAvtiveOpenCLDevices) { this->m_hasActiveOpenCLDevices = hasAvtiveOpenCLDevices; } int getChunksize() const { return this->getbNodeTree()->chunksize; } void setFastCalculation(bool fastCalculation) {this->m_fastCalculation = fastCalculation;} bool isFastCalculation() const { return this->m_fastCalculation; } bool isGroupnodeBufferEnabled() const { return this->getbNodeTree()->flag & NTREE_COM_GROUPNODE_BUFFER; } }; #endif