/* * 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. * * Copyright 2011, Blender Foundation. */ #pragma once #include "BLI_rect.h" #include "COM_Enums.h" #include "DNA_color_types.h" #include "DNA_node_types.h" #include "DNA_scene_types.h" #include #include namespace blender::compositor { /** * \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 */ eCompositorQuality 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; /** * \brief active rendering view name */ const char *m_viewName; 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(eCompositorQuality quality) { this->m_quality = quality; } /** * \brief get the quality */ eCompositorQuality getQuality() const { return this->m_quality; } /** * \brief get the current frame-number of the scene in this context */ int getFramenumber() const; /** * \brief has this system active openclDevices? */ bool getHasActiveOpenCLDevices() const { return this->m_hasActiveOpenCLDevices; } /** * \brief set has this system active openclDevices? */ void setHasActiveOpenCLDevices(bool hasAvtiveOpenCLDevices) { this->m_hasActiveOpenCLDevices = hasAvtiveOpenCLDevices; } /** * \brief get the active rendering view */ const char *getViewName() const { return this->m_viewName; } /** * \brief set the active rendering view */ void setViewName(const char *viewName) { this->m_viewName = viewName; } 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) != 0; } /** * \brief Get the render percentage as a factor. * The compositor uses a factor i.o. a percentage. */ float getRenderPercentageAsFactor() const { return m_rd->size * 0.01f; } /** * Get active execution model. */ eExecutionModel get_execution_model() const; }; } // namespace blender::compositor