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blender-archive/source/blender/compositor/COM_defines.h
Lukas Tönne 09874df135 Structural cleanup and improvements for the compositor.
Many parts of the compositor are unnecessarily complicated. This patch
aims at reducing the complexity of writing nodes and making the code
more transparent.

== Separating Nodes and Operations ==

Currently these are both mixed in the same graph, even though they have
very different purposes and are used at distinct stages in the
compositing process. The patch introduces dedicated graph classes for
nodes and for operations.

This removes the need for a lot of special case checks (isOperation etc.)
and explicit type casts. It simplifies the code since it becomes clear
at every stage what type of node we are dealing with. The compiler can
use static typing to avoid common bugs from mixing up these types and
fewer runtime sanity checks are needed.

== Simplified Node Conversion ==

Converting nodes to operations was previously based on "relinking", i.e.
nodes would start with by mirroring links in the Blender DNA node trees,
then add operations and redirect these links to them. This was very hard
to follow in many cases and required a lot of attention to avoid invalid
states.

Now there is a helper class called the NodeConverter, which is passed to
nodes and implements a much simpler API for this process. Nodes can add
operations and explicit connections as before, but defining "external"
links to the inputs/outputs of the original node now uses mapping
instead of directly modifying link data. Input data (node graph) and
result (operations graph) are cleanly separated.

== Removed Redundant Data Structures ==

A few redundant data structures have been removed, notably the
SocketConnection. These are only needed temporarily during graph
construction. For executing the compositor operations it is perfectly
sufficient to store only the direct input link pointers. A common
pointer indirection is avoided this way (which might also give a little
performance improvement).

== Avoid virtual recursive functions ==

Recursive virtual functions are evil. They are very hard to follow
during debugging. At least in the parts this patch is concerned with
these functions have been replaced by a non-virtual recursive core
function (which might then call virtual non-recursive functions if
needed). See for example NodeOperationBuilder::group_operations.
2014-04-15 16:28:10 +02:00

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/*
* 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_DEFINES_H__
#define __COM_DEFINES_H__
/**
* @brief possible data types for sockets
* @ingroup Model
*/
typedef enum DataType {
/** @brief Value data type */
COM_DT_VALUE = 1,
/** @brief Vector data type */
COM_DT_VECTOR = 2,
/** @brief Color data type */
COM_DT_COLOR = 4
} DataType;
/**
* @brief Possible quality settings
* @see CompositorContext.quality
* @ingroup Execution
*/
typedef enum CompositorQuality {
/** @brief High quality setting */
COM_QUALITY_HIGH = 0,
/** @brief Medium quality setting */
COM_QUALITY_MEDIUM = 1,
/** @brief Low quality setting */
COM_QUALITY_LOW = 2
} CompositorQuality;
/**
* @brief Possible priority settings
* @ingroup Execution
*/
typedef enum CompositorPriority {
/** @brief High quality setting */
COM_PRIORITY_HIGH = 2,
/** @brief Medium quality setting */
COM_PRIORITY_MEDIUM = 1,
/** @brief Low quality setting */
COM_PRIORITY_LOW = 0
} CompositorPriority;
// configurable items
// chunk size determination
#define COM_PREVIEW_SIZE 140.0f
#define COM_OPENCL_ENABLED
//#define COM_DEBUG
// workscheduler threading models
/**
* COM_TM_QUEUE is a multithreaded model, which uses the BLI_thread_queue pattern. This is the default option.
*/
#define COM_TM_QUEUE 1
/**
* COM_TM_NOTHREAD is a single threading model, everything is executed in the caller thread. easy for debugging
*/
#define COM_TM_NOTHREAD 0
/**
* COM_CURRENT_THREADING_MODEL can be one of the above, COM_TM_QUEUE is currently default.
*/
#define COM_CURRENT_THREADING_MODEL COM_TM_QUEUE
// chunk order
/**
* @brief The order of chunks to be scheduled
* @ingroup Execution
*/
typedef enum OrderOfChunks {
/** @brief order from a distance to centerX/centerY */
COM_TO_CENTER_OUT = 0,
/** @brief order randomly */
COM_TO_RANDOM = 1,
/** @brief no ordering */
COM_TO_TOP_DOWN = 2,
/** @brief experimental ordering with 9 hotspots */
COM_TO_RULE_OF_THIRDS = 3
} OrderOfChunks;
#define COM_ORDER_OF_CHUNKS_DEFAULT COM_TO_CENTER_OUT
#define COM_RULE_OF_THIRDS_DIVIDER 100.0f
#define COM_NUMBER_OF_CHANNELS 4
#define COM_BLUR_BOKEH_PIXELS 512
/**
* The fast gaussien blur is not an accurate blur.
* This setting can be used to increase/decrease the
* amount of the input data. (dependent area of interest)
*
* Fix for: T39307
*/
#define COM_FAST_GAUSSIAN_MULTIPLIER 3
#endif /* __COM_DEFINES_H__ */