Make it so compositor output node wouldn't be calculated when Render Result image is not visible on the screen. This makes compositor tree editing more friendly and faster. Also, if there's no viewer image visible on the screen viewer nodes wouldn't be handled. Final rendering keeps unchanged for now. This solves issues when for performance artists are disconnecting compo output node before tweaking values in compositor and forgets to attach compo output node before sending file to the farm.
94 lines
2.6 KiB
C++
94 lines
2.6 KiB
C++
/*
|
|
* Copyright 2011, Blender Foundation.
|
|
*
|
|
* 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.
|
|
*
|
|
* Contributor:
|
|
* Jeroen Bakker
|
|
* Monique Dewanchand
|
|
*/
|
|
|
|
#ifndef _COM_CompositorOperation_h
|
|
#define _COM_CompositorOperation_h
|
|
#include "COM_NodeOperation.h"
|
|
#include "BLI_rect.h"
|
|
#include "BLI_string.h"
|
|
|
|
/**
|
|
* @brief Compositor output operation
|
|
*/
|
|
class CompositorOperation : public NodeOperation {
|
|
private:
|
|
/**
|
|
* @brief Scene name, used for getting the render output, includes 'SC' prefix.
|
|
*/
|
|
char m_sceneName[MAX_ID_NAME];
|
|
|
|
/**
|
|
* @brief local reference to the scene
|
|
*/
|
|
const RenderData *m_rd;
|
|
|
|
/**
|
|
* @brief reference to the output float buffer
|
|
*/
|
|
float *m_outputBuffer;
|
|
|
|
/**
|
|
* @brief reference to the output depth float buffer
|
|
*/
|
|
float *m_depthBuffer;
|
|
|
|
/**
|
|
* @brief local reference to the input image operation
|
|
*/
|
|
SocketReader *m_imageInput;
|
|
|
|
/**
|
|
* @brief local reference to the input alpha operation
|
|
*/
|
|
SocketReader *m_alphaInput;
|
|
|
|
/**
|
|
* @brief local reference to the depth operation
|
|
*/
|
|
SocketReader *m_depthInput;
|
|
|
|
/**
|
|
* @brief Ignore any alpha input
|
|
*/
|
|
bool m_ignoreAlpha;
|
|
|
|
/**
|
|
* @brief operation is active for calculating final compo result
|
|
*/
|
|
bool m_active;
|
|
public:
|
|
CompositorOperation();
|
|
const bool isActiveCompositorOutput() const { return this->m_active; }
|
|
void executeRegion(rcti *rect, unsigned int tileNumber);
|
|
void setSceneName(const char *sceneName) { BLI_strncpy(this->m_sceneName, sceneName, sizeof(this->m_sceneName)); }
|
|
void setRenderData(const RenderData *rd) { this->m_rd = rd; }
|
|
bool isOutputOperation(bool rendering) const { return this->isActiveCompositorOutput(); }
|
|
void initExecution();
|
|
void deinitExecution();
|
|
const CompositorPriority getRenderPriority() const { return COM_PRIORITY_MEDIUM; }
|
|
void determineResolution(unsigned int resolution[2], unsigned int preferredResolution[2]);
|
|
void setIgnoreAlpha(bool value) { this->m_ignoreAlpha = value; }
|
|
void setActive(bool active) { this->m_active = active; }
|
|
};
|
|
#endif
|
|
|