/* SPDX-License-Identifier: GPL-2.0-or-later */ #pragma once #include "BLI_math_vec_types.hh" #include "BLI_string_ref.hh" #include "DNA_scene_types.h" #include "GPU_texture.h" #include "COM_static_shader_manager.hh" #include "COM_texture_pool.hh" namespace blender::realtime_compositor { /* ------------------------------------------------------------------------------------------------ * Context * * A Context is an abstract class that is implemented by the caller of the evaluator to provide the * necessary data and functionalities for the correct operation of the evaluator. This includes * providing input data like render passes and the active scene, as well as references to the data * where the output of the evaluator will be written. The class also provides a reference to the * texture pool which should be implemented by the caller and provided during construction. * Finally, the class have an instance of a static shader manager for convenient shader * acquisition. */ class Context { private: /* A texture pool that can be used to allocate textures for the compositor efficiently. */ TexturePool &texture_pool_; /* A static shader manager that can be used to acquire shaders for the compositor efficiently. */ StaticShaderManager shader_manager_; public: Context(TexturePool &texture_pool); /* Get the active compositing scene. */ virtual const Scene *get_scene() const = 0; /* Get the dimensions of the output. */ virtual int2 get_output_size() = 0; /* Get the texture representing the output where the result of the compositor should be * written. This should be called by output nodes to get their target texture. */ virtual GPUTexture *get_output_texture() = 0; /* Get the texture where the given render pass is stored. This should be called by the Render * Layer node to populate its outputs. */ virtual GPUTexture *get_input_texture(int view_layer, eScenePassType pass_type) = 0; /* Get the name of the view currently being rendered. */ virtual StringRef get_view_name() = 0; /* Set an info message. This is called by the compositor evaluator to inform or warn the user * about something, typically an error. The implementation should display the message in an * appropriate place, which can be directly in the UI or just logged to the output stream. */ virtual void set_info_message(StringRef message) const = 0; /* Get the current frame number of the active scene. */ int get_frame_number() const; /* Get the current time in seconds of the active scene. */ float get_time() const; /* Get a reference to the texture pool of this context. */ TexturePool &texture_pool(); /* Get a reference to the static shader manager of this context. */ StaticShaderManager &shader_manager(); }; } // namespace blender::realtime_compositor