Make a copy of ImageFormatData that contains the effective color management settings, and pass that along to the various functions. This will make it possible to add more complex logic later. For compositing nodes, passing along view and display settings through many functions made it harder to add additional settings, so just get those from the scene now. Differential Revision: https://developer.blender.org/D14401
246 lines
4.7 KiB
C++
246 lines
4.7 KiB
C++
/* SPDX-License-Identifier: GPL-2.0-or-later
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* Copyright 2011 Blender Foundation. */
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#pragma once
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#include "COM_Enums.h"
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#include "DNA_color_types.h"
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#include "DNA_node_types.h"
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#include "DNA_scene_types.h"
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struct bNodeInstanceHash;
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namespace blender::compositor {
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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
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* editor) This field is initialized in ExecutionSystem and must only be read from that point
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* on. \see ExecutionSystem
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*/
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bool 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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eCompositorQuality quality_;
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Scene *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 *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 *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 *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 hasActiveOpenCLDevices_;
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/**
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* \brief Skip slow nodes
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*/
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bool fast_calculation_;
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/**
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* \brief active rendering view name
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*/
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const char *view_name_;
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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 set_rendering(bool rendering)
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{
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rendering_ = rendering;
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}
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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 is_rendering() const
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{
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return rendering_;
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}
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/**
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* \brief set the scene of the context
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*/
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void set_render_data(RenderData *rd)
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{
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rd_ = rd;
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}
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/**
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* \brief set the bnodetree of the context
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*/
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void set_bnodetree(bNodeTree *bnodetree)
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{
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bnodetree_ = bnodetree;
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}
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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 *get_bnodetree() const
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{
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return bnodetree_;
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}
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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 *get_render_data() const
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{
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return rd_;
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}
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void set_scene(Scene *scene)
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{
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scene_ = scene;
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}
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Scene *get_scene() const
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{
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return scene_;
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}
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/**
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* \brief set the preview image hash table
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*/
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void set_preview_hash(bNodeInstanceHash *previews)
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{
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previews_ = previews;
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}
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/**
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* \brief get the preview image hash table
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*/
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bNodeInstanceHash *get_preview_hash() const
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{
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return previews_;
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}
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/**
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* \brief set the quality
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*/
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void set_quality(eCompositorQuality quality)
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{
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quality_ = quality;
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}
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/**
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* \brief get the quality
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*/
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eCompositorQuality get_quality() const
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{
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return quality_;
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}
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/**
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* \brief get the current frame-number of the scene in this context
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*/
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int get_framenumber() const;
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/**
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* \brief has this system active opencl_devices?
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*/
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bool get_has_active_opencl_devices() const
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{
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return hasActiveOpenCLDevices_;
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}
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/**
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* \brief set has this system active opencl_devices?
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*/
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void setHasActiveOpenCLDevices(bool hasAvtiveOpenCLDevices)
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{
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hasActiveOpenCLDevices_ = hasAvtiveOpenCLDevices;
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}
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/** Whether it has a view with a specific name and not the default one. */
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bool has_explicit_view() const
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{
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return view_name_ && view_name_[0] != '\0';
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}
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/**
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* \brief get the active rendering view
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*/
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const char *get_view_name() const
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{
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return view_name_;
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}
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/**
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* \brief set the active rendering view
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*/
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void set_view_name(const char *view_name)
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{
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view_name_ = view_name;
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}
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int get_chunksize() const
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{
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return this->get_bnodetree()->chunksize;
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}
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void set_fast_calculation(bool fast_calculation)
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{
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fast_calculation_ = fast_calculation;
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}
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bool is_fast_calculation() const
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{
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return fast_calculation_;
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}
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bool is_groupnode_buffer_enabled() const
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{
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return (this->get_bnodetree()->flag & NTREE_COM_GROUPNODE_BUFFER) != 0;
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}
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/**
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* \brief Get the render percentage as a factor.
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* The compositor uses a factor i.o. a percentage.
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*/
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float get_render_percentage_as_factor() const
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{
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return rd_->size * 0.01f;
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}
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Size2f get_render_size() const;
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/**
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* Get active execution model.
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*/
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eExecutionModel get_execution_model() const;
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};
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} // namespace blender::compositor
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