155 lines
4.0 KiB
C++
155 lines
4.0 KiB
C++
/*
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* Copyright 2011, Blender Foundation.
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*
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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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* Contributor:
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* Jeroen Bakker
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* Monique Dewanchand
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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 "BKE_text.h"
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#include <string>
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#include "DNA_node_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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/**
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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 activegNode the group node that is currently being edited.
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*/
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bNode *m_activegNode;
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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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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 set the active groupnode of the context
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*/
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void setActivegNode(bNode *gnode) { this->m_activegNode = gnode; }
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/**
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* @brief get the active groupnode of the context
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*/
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const bNode *getActivegNode() const { return this->m_activegNode; }
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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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/**
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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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const 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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const 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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const 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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int getChunksize() { return this->getbNodeTree()->chunksize; }
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const int isColorManaged() const;
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};
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#endif
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