203 lines
5.5 KiB
C++
203 lines
5.5 KiB
C++
/*
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* This program is free software; you can redistribute it and/or
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* modify it under the terms of the GNU General Public License
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* as published by the Free Software Foundation; either version 2
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* of the License, or (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, write to the Free Software Foundation,
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* Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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*
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* Copyright 2011, Blender Foundation.
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*/
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#ifndef __COM_COMPOSITORCONTEXT_H__
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#define __COM_COMPOSITORCONTEXT_H__
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#include <vector>
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#include <string>
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#include "DNA_node_types.h"
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#include "DNA_color_types.h"
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#include "BLI_rect.h"
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#include "DNA_scene_types.h"
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#include "COM_defines.h"
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/**
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* \brief Overall context of the compositor
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*/
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class CompositorContext {
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private:
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/**
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* \brief The rendering field describes if we are rendering (F12) or if we are editing (Node editor)
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* This field is initialized in ExecutionSystem and must only be read from that point on.
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* \see ExecutionSystem
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*/
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bool m_rendering;
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/**
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* \brief The quality of the composite.
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* This field is initialized in ExecutionSystem and must only be read from that point on.
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* \see ExecutionSystem
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*/
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CompositorQuality m_quality;
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Scene *m_scene;
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/**
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* \brief Reference to the render data that is being composited.
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* This field is initialized in ExecutionSystem and must only be read from that point on.
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* \see ExecutionSystem
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*/
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RenderData *m_rd;
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/**
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* \brief reference to the bNodeTree
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* This field is initialized in ExecutionSystem and must only be read from that point on.
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* \see ExecutionSystem
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*/
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bNodeTree *m_bnodetree;
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/**
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* \brief Preview image hash table
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* This field is initialized in ExecutionSystem and must only be read from that point on.
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*/
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bNodeInstanceHash *m_previews;
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/**
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* \brief does this system have active opencl devices?
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*/
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bool m_hasActiveOpenCLDevices;
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/**
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* \brief Skip slow nodes
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*/
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bool m_fastCalculation;
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/* \brief color management settings */
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const ColorManagedViewSettings *m_viewSettings;
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const ColorManagedDisplaySettings *m_displaySettings;
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/**
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* \brief active rendering view name
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*/
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const char *m_viewName;
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public:
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/**
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* \brief constructor initializes the context with default values.
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*/
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CompositorContext();
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/**
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* \brief set the rendering field of the context
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*/
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void setRendering(bool rendering) { this->m_rendering = rendering; }
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/**
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* \brief get the rendering field of the context
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*/
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bool isRendering() const { return this->m_rendering; }
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/**
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* \brief set the scene of the context
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*/
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void setRenderData(RenderData *rd) { this->m_rd = rd; }
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/**
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* \brief set the bnodetree of the context
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*/
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void setbNodeTree(bNodeTree *bnodetree) { this->m_bnodetree = bnodetree; }
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/**
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* \brief get the bnodetree of the context
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*/
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const bNodeTree *getbNodeTree() const { return this->m_bnodetree; }
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/**
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* \brief get the scene of the context
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*/
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const RenderData *getRenderData() const { return this->m_rd; }
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void setScene(Scene *scene) { m_scene = scene; }
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Scene *getScene() const { return m_scene; }
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/**
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* \brief set the preview image hash table
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*/
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void setPreviewHash(bNodeInstanceHash *previews) { this->m_previews = previews; }
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/**
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* \brief get the preview image hash table
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*/
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bNodeInstanceHash *getPreviewHash() const { return this->m_previews; }
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/**
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* \brief set view settings of color color management
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*/
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void setViewSettings(const ColorManagedViewSettings *viewSettings) { this->m_viewSettings = viewSettings; }
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/**
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* \brief get view settings of color color management
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*/
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const ColorManagedViewSettings *getViewSettings() const { return this->m_viewSettings; }
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/**
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* \brief set display settings of color color management
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*/
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void setDisplaySettings(const ColorManagedDisplaySettings *displaySettings) { this->m_displaySettings = displaySettings; }
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/**
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* \brief get display settings of color color management
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*/
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const ColorManagedDisplaySettings *getDisplaySettings() const { return this->m_displaySettings; }
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/**
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* \brief set the quality
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*/
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void setQuality(CompositorQuality quality) { this->m_quality = quality; }
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/**
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* \brief get the quality
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*/
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CompositorQuality getQuality() const { return this->m_quality; }
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/**
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* \brief get the current framenumber of the scene in this context
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*/
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int getFramenumber() const;
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/**
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* \brief has this system active openclDevices?
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*/
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bool getHasActiveOpenCLDevices() const { return this->m_hasActiveOpenCLDevices; }
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/**
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* \brief set has this system active openclDevices?
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*/
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void setHasActiveOpenCLDevices(bool hasAvtiveOpenCLDevices) { this->m_hasActiveOpenCLDevices = hasAvtiveOpenCLDevices; }
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/**
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* \brief get the active rendering view
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*/
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const char *getViewName() const { return this->m_viewName; }
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/**
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* \brief set the active rendering view
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*/
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void setViewName(const char *viewName) { this->m_viewName = viewName; }
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int getChunksize() const { return this->getbNodeTree()->chunksize; }
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void setFastCalculation(bool fastCalculation) {this->m_fastCalculation = fastCalculation;}
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bool isFastCalculation() const { return this->m_fastCalculation; }
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bool isGroupnodeBufferEnabled() const { return (this->getbNodeTree()->flag & NTREE_COM_GROUPNODE_BUFFER) != 0; }
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};
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#endif
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