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/* 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
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