The design changes coming with pynodes for the node editor allow editing multiple node groups or pinning. This is great for working on different node groups without switching between them all the time, but it causes a problem for viewer nodes: these nodes all write to the same Image data by design, causing access conflicts and in some cases memory corruption. This was not a problem before pynodes because the editor would only allow 1 edited node group at any time. With the new flexibility of node editors this restriction is gone. In order to avoid concurrent write access to the viewer image buffer and resolve the ambiguity this patch adds an "active viewer key" to the scene->nodetree (added in bNodeTree instead of Scene due to otherwise circular DNA includes). This key identifies a specific node tree/group instance, which enables the compositor to selectively enable only 1 viewer node. The active viewer key is switched when opening/closing node groups (push/pop on the snode->treepath stack) or when selecting a viewer node. This way only the "last edited" viewer will be active. Eventually it would be nicer if each viewer had its own buffer per node space so one could actually compare viewers without switching. But that is a major redesign of viewer nodes and images, not a quick fix for bcon4 ...
188 lines
5.2 KiB
C++
188 lines
5.2 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 "DNA_color_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 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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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 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 preview image hash table
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*/
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void setPreviewHash(bNodeInstanceHash *previews) { this->m_previews = previews; }
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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 { return this->m_previews; }
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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) { this->m_viewSettings = viewSettings; }
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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 { return this->m_viewSettings; }
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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) { this->m_displaySettings = displaySettings; }
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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 { return this->m_displaySettings; }
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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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void setFastCalculation(bool fastCalculation) {this->m_fastCalculation = fastCalculation;}
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bool isFastCalculation() {return this->m_fastCalculation;}
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inline bool isGroupnodeBufferEnabled() {return this->getbNodeTree()->flag & NTREE_COM_GROUPNODE_BUFFER;}
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};
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#endif
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