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blender-archive/source/blender/compositor/intern/COM_CompositorContext.h
Campbell Barton 3316853323 Cleanup: conform headers to have license first
Also remove doxy comments for licenses and add missing GPL header.
2019-02-18 08:22:11 +11:00

203 lines
5.5 KiB
C++

/*
* 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.
*/
#ifndef __COM_COMPOSITORCONTEXT_H__
#define __COM_COMPOSITORCONTEXT_H__
#include <vector>
#include <string>
#include "DNA_node_types.h"
#include "DNA_color_types.h"
#include "BLI_rect.h"
#include "DNA_scene_types.h"
#include "COM_defines.h"
/**
* \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 framenumber 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; }
};
#endif