During revision of {D8952} one of the comments was to make a function that converts the render percentage to a factor. This to avoid code duplication. However the duplicated code was already all over the compositor code. So in order to avoid this code duplication for {D8952} I propose to first cleanup the duplicated code and build patch {D8952} based on this clean up.
The method that converts the render percentage to a factor is put in the CompositorContext. Why? The CompositorContext keeps DNA information like the renderdata. DNA, and thus the CompositorContext, keeps the size of the render resolution in percentage (user oriented). The compositor needs the size of the render resolution as a factor. So the CompositorContext seems like the obvious place to have this conversion method.
Why not in de NodeBase? The method could've been added to the nodebase, but I wanted to keep the nodebase as clean as possible and not put simple "conversion" methods into this base class. Also I didn't really like the call flow: you'd always have to get the renderdata size from the context and then convert.
Putting it in the CompositorContext avoids this extra invoke of a call.
Why not in the Converter? See nodebase. And the Converter seems more like a class for "structural" and complex node tree conversions. Not the simple conversions.
Reviewed By: Sergey Sharybin
Differential Revision: https://developer.blender.org/D9566
280 lines
6.0 KiB
C++
280 lines
6.0 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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#pragma once
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#include "BLI_rect.h"
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#include "COM_defines.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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#include <string>
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#include <vector>
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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 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)
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{
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this->m_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 isRendering() const
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{
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return this->m_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 setRenderData(RenderData *rd)
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{
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this->m_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 setbNodeTree(bNodeTree *bnodetree)
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{
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this->m_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 *getbNodeTree() const
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{
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return this->m_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 *getRenderData() const
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{
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return this->m_rd;
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}
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void setScene(Scene *scene)
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{
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m_scene = scene;
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}
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Scene *getScene() const
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{
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return m_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 setPreviewHash(bNodeInstanceHash *previews)
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{
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this->m_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 *getPreviewHash() const
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{
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return this->m_previews;
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}
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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)
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{
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this->m_viewSettings = viewSettings;
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}
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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
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{
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return this->m_viewSettings;
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}
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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)
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{
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this->m_displaySettings = displaySettings;
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}
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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
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{
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return this->m_displaySettings;
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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 setQuality(CompositorQuality quality)
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{
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this->m_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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CompositorQuality getQuality() const
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{
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return this->m_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 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
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{
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return this->m_hasActiveOpenCLDevices;
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}
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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)
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{
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this->m_hasActiveOpenCLDevices = hasAvtiveOpenCLDevices;
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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 *getViewName() const
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{
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return this->m_viewName;
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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 setViewName(const char *viewName)
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{
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this->m_viewName = viewName;
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}
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int getChunksize() const
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{
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return this->getbNodeTree()->chunksize;
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}
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void setFastCalculation(bool fastCalculation)
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{
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this->m_fastCalculation = fastCalculation;
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}
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bool isFastCalculation() const
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{
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return this->m_fastCalculation;
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}
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bool isGroupnodeBufferEnabled() const
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{
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return (this->getbNodeTree()->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 getRenderPercentageAsFactor() const
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{
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return m_rd->size * 0.01f;
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}
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};
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