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blender-archive/source/blender/compositor/intern/COM_ExecutionSystem.h
Dalai Felinto d5f1b9c222 Multi-View and Stereo 3D
Official Documentation:
http://www.blender.org/manual/render/workflows/multiview.html

Implemented Features
====================
Builtin Stereo Camera
* Convergence Mode
* Interocular Distance
* Convergence Distance
* Pivot Mode

Viewport
* Cameras
* Plane
* Volume

Compositor
* View Switch Node
* Image Node Multi-View OpenEXR support

Sequencer
* Image/Movie Strips 'Use Multiview'

UV/Image Editor
* Option to see Multi-View images in Stereo-3D or its individual images
* Save/Open Multi-View (OpenEXR, Stereo3D, individual views) images

I/O
* Save/Open Multi-View (OpenEXR, Stereo3D, individual views) images

Scene Render Views
* Ability to have an arbitrary number of views in the scene

Missing Bits
============
First rule of Multi-View bug report: If something is not working as it should *when Views is off* this is a severe bug, do mention this in the report.

Second rule is, if something works *when Views is off* but doesn't (or crashes) when *Views is on*, this is a important bug. Do mention this in the report.

Everything else is likely small todos, and may wait until we are sure none of the above is happening.

Apart from that there are those known issues:
* Compositor Image Node poorly working for Multi-View OpenEXR
(this was working prefectly before the 'Use Multi-View' functionality)
* Selecting camera from Multi-View when looking from camera is problematic
* Animation Playback (ctrl+F11) doesn't support stereo formats
* Wrong filepath when trying to play back animated scene
* Viewport Rendering doesn't support Multi-View
* Overscan Rendering
* Fullscreen display modes need to warn the user
* Object copy should be aware of views suffix

Acknowledgments
===============
* Francesco Siddi for the help with the original feature specs and design
* Brecht Van Lommel for the original review of the code and design early on
* Blender Foundation for the Development Fund to support the project wrap up

Final patch reviewers:
* Antony Riakiotakis (psy-fi)
* Campbell Barton (ideasman42)
* Julian Eisel (Severin)
* Sergey Sharybin (nazgul)
* Thomas Dinged (dingto)

Code contributors of the original branch in github:
* Alexey Akishin
* Gabriel Caraballo
2015-04-06 10:40:12 -03:00

189 lines
7.2 KiB
C++

/*
* 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
*/
class ExecutionGroup;
#ifndef _COM_ExecutionSystem_h
#define _COM_ExecutionSystem_h
#include "DNA_color_types.h"
#include "DNA_node_types.h"
#include "COM_Node.h"
#include "BKE_text.h"
#include "COM_ExecutionGroup.h"
#include "COM_NodeOperation.h"
/**
* @page execution Execution model
* In order to get to an efficient model for execution, several steps are being done. these steps are explained below.
*
* @section EM_Step1 Step 1: translating blender node system to the new compsitor system
* Blenders node structure is based on C structs (DNA). These structs are not efficient in the new architecture.
* We want to use classes in order to simplify the system.
* during this step the blender node_tree is evaluated and converted to a CPP node system.
*
* @see ExecutionSystem
* @see Converter.convert
* @see Node
*
* @section EM_Step2 Step2: translating nodes to operations
* Ungrouping the GroupNodes. Group nodes are node_tree's in node_tree's.
* The new system only supports a single level of node_tree. We will 'flatten' the system in a single level.
* @see GroupNode
* @see ExecutionSystemHelper.ungroup
*
* Every node has the ability to convert itself to operations. The node itself is responsible to create a correct
* NodeOperation setup based on its internal settings.
* Most Node only need to convert it to its NodeOperation. Like a ColorToBWNode doesn't check anything,
* but replaces itself with a ConvertColorToBWOperation.
* More complex nodes can use different NodeOperation based on settings; like MixNode.
* based on the selected Mixtype a different operation will be used.
* for more information see the page about creating new Nodes. [@subpage newnode]
*
* @see ExecutionSystem.convertToOperations
* @see Node.convertToOperations
* @see NodeOperation base class for all operations in the system
*
* @section EM_Step3 Step3: add additional conversions to the operation system
* - Data type conversions: the system has 3 data types COM_DT_VALUE, COM_DT_VECTOR, COM_DT_COLOR.
* The user can connect a Value socket to a color socket.
* As values are ordered differently than colors a conversion happens.
*
* - Image size conversions: the system can automatically convert when resolutions do not match.
* An NodeInput has a resize mode. This can be any of the following settings.
* - [@ref InputSocketResizeMode.COM_SC_CENTER]: The center of both images are aligned
* - [@ref InputSocketResizeMode.COM_SC_FIT_WIDTH]: The width of both images are aligned
* - [@ref InputSocketResizeMode.COM_SC_FIT_HEIGHT]: the height of both images are aligned
* - [@ref InputSocketResizeMode.COM_SC_FIT]: The width, or the height of both images are aligned to make sure that it fits.
* - [@ref InputSocketResizeMode.COM_SC_STRETCH]: The width and the height of both images are aligned
* - [@ref InputSocketResizeMode.COM_SC_NO_RESIZE]: bottom left of the images are aligned.
*
* @see Converter.convertDataType Datatype conversions
* @see Converter.convertResolution Image size conversions
*
* @section EM_Step4 Step4: group operations in executions groups
* ExecutionGroup are groups of operations that are calculated as being one bigger operation.
* All operations will be part of an ExecutionGroup.
* Complex nodes will be added to separate groups. Between ExecutionGroup's the data will be stored in MemoryBuffers.
* ReadBufferOperations and WriteBufferOperations are added where needed.
*
* <pre>
*
* +------------------------------+ +----------------+
* | ExecutionGroup A | |ExecutionGroup B| ExecutionGroup
* | +----------+ +----------+| |+----------+ |
* /----->| Operation|---->| Operation|-\ /--->| Operation|-\ | NodeOperation
* | | | A | | B ||| | || C | | |
* | | | cFFA | /->| cFFA ||| | || cFFA | | |
* | | +----------+ | +----------+|| | |+----------+ | |
* | +---------------|--------------+v | +-------------v--+
* +-*----+ +---*--+ +--*-*--+ +--*----+
* |inputA| |inputB| |outputA| |outputB| MemoryBuffer
* |cFAA | |cFAA | |cFAA | |cFAA |
* +------+ +------+ +-------+ +-------+
* </pre>
* @see ExecutionSystem.groupOperations method doing this step
* @see ExecutionSystem.addReadWriteBufferOperations
* @see NodeOperation.isComplex
* @see ExecutionGroup class representing the ExecutionGroup
*/
/**
* @brief the ExecutionSystem contains the whole compositor tree.
*/
class ExecutionSystem {
public:
typedef std::vector<NodeOperation*> Operations;
typedef std::vector<ExecutionGroup*> Groups;
private:
/**
* @brief the context used during execution
*/
CompositorContext m_context;
/**
* @brief vector of operations
*/
Operations m_operations;
/**
* @brief vector of groups
*/
Groups m_groups;
private: //methods
/**
* find all execution group with output nodes
*/
void findOutputExecutionGroup(vector<ExecutionGroup *> *result, CompositorPriority priority) const;
/**
* find all execution group with output nodes
*/
void findOutputExecutionGroup(vector<ExecutionGroup *> *result) const;
public:
/**
* @brief Create a new ExecutionSystem and initialize it with the
* editingtree.
*
* @param editingtree [bNodeTree *]
* @param rendering [true false]
*/
ExecutionSystem(RenderData *rd, Scene *scene, bNodeTree *editingtree, bool rendering, bool fastcalculation,
const ColorManagedViewSettings *viewSettings, const ColorManagedDisplaySettings *displaySettings,
const char *viewName);
/**
* Destructor
*/
~ExecutionSystem();
void set_operations(const Operations &operations, const Groups &groups);
/**
* @brief execute this system
* - initialize the NodeOperation's and ExecutionGroup's
* - schedule the output ExecutionGroup's based on their priority
* - deinitialize the ExecutionGroup's and NodeOperation's
*/
void execute();
/**
* @brief get the reference to the compositor context
*/
const CompositorContext &getContext() const { return this->m_context; }
private:
void executeGroups(CompositorPriority priority);
/* allow the DebugInfo class to look at internals */
friend class DebugInfo;
#ifdef WITH_CXX_GUARDEDALLOC
MEM_CXX_CLASS_ALLOC_FUNCS("COM:ExecutionSystem")
#endif
};
#endif /* _COM_ExecutionSystem_h */