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COM_CompositorContext.h « intern « compositor « blender « source - git.blender.org/blender.git - Unnamed repository; edit this file 'description' to name the repository.
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/*
 * 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_defines.h"
#include "DNA_color_types.h"
#include "DNA_node_types.h"
#include "DNA_scene_types.h"
#include <string>
#include <vector>

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
   */
  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;

  /**
   * \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(CompositorQuality quality)
  {
    this->m_quality = quality;
  }

  /**
   * \brief get the quality
   */
  CompositorQuality 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;
  }
};

}  // namespace blender::compositor