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/* SPDX-License-Identifier: GPL-2.0-or-later */
#include "COM_context.hh"
#include "COM_static_shader_manager.hh"
#include "COM_texture_pool.hh"
namespace blender::realtime_compositor {
Context::Context(TexturePool &texture_pool) : texture_pool_(texture_pool)
{
}
int Context::get_frame_number() const
{
return get_scene()->r.cfra;
}
float Context::get_time() const
{
const float frame_number = static_cast<float>(get_frame_number());
const float frame_rate = static_cast<float>(get_scene()->r.frs_sec) /
static_cast<float>(get_scene()->r.frs_sec_base);
return frame_number / frame_rate;
}
TexturePool &Context::texture_pool()
{
return texture_pool_;
}
StaticShaderManager &Context::shader_manager()
{
return shader_manager_;
}
} // namespace blender::realtime_compositor
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