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blender-archive/source/blender/compositor/intern/COM_CompositorContext.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these functions have been replaced by a non-virtual recursive core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_CompositorContext_h
#define _COM_CompositorContext_h
#include <vector>
#include "BKE_text.h"
#include <string>
#include "DNA_node_types.h"
#include "DNA_color_types.h"
#include "BLI_rect.h"
#include "DNA_scene_types.h"
#include "COM_defines.h"
/**
* @brief Overall context of the compositor
*/
class CompositorContext {
private:
/**
* @brief The rendering field describes if we are rendering (F12) or if we are editing (Node editor)
* This field is initialized in ExecutionSystem and must only be read from that point on.
* @see ExecutionSystem
*/
bool m_rendering;
/**
* @brief The quality of the composite.
* This field is initialized in ExecutionSystem and must only be read from that point on.
* @see ExecutionSystem
*/
CompositorQuality m_quality;
Scene *m_scene;
/**
* @brief Reference to the render data that is being composited.
* This field is initialized in ExecutionSystem and must only be read from that point on.
* @see ExecutionSystem
*/
RenderData *m_rd;
/**
* @brief reference to the bNodeTree
* This field is initialized in ExecutionSystem and must only be read from that point on.
* @see ExecutionSystem
*/
bNodeTree *m_bnodetree;
/**
* @brief Preview image hash table
* This field is initialized in ExecutionSystem and must only be read from that point on.
*/
bNodeInstanceHash *m_previews;
/**
* @brief does this system have active opencl devices?
*/
bool m_hasActiveOpenCLDevices;
/**
* @brief Skip slow nodes
*/
bool m_fastCalculation;
/* @brief color management settings */
const ColorManagedViewSettings *m_viewSettings;
const ColorManagedDisplaySettings *m_displaySettings;
public:
/**
* @brief constructor initializes the context with default values.
*/
CompositorContext();
/**
* @brief set the rendering field of the context
*/
void setRendering(bool rendering) { this->m_rendering = rendering; }
/**
* @brief get the rendering field of the context
*/
bool isRendering() const { return this->m_rendering; }
/**
* @brief set the scene of the context
*/
void setRenderData(RenderData *rd) { this->m_rd = rd; }
/**
* @brief set the bnodetree of the context
*/
void setbNodeTree(bNodeTree *bnodetree) { this->m_bnodetree = bnodetree; }
/**
* @brief get the bnodetree of the context
*/
const bNodeTree *getbNodeTree() const { return this->m_bnodetree; }
/**
* @brief get the scene of the context
*/
const RenderData *getRenderData() const { return this->m_rd; }
void setScene(Scene *scene) { m_scene = scene; }
Scene *getScene() const { return m_scene; }
/**
* @brief set the preview image hash table
*/
void setPreviewHash(bNodeInstanceHash *previews) { this->m_previews = previews; }
/**
* @brief get the preview image hash table
*/
bNodeInstanceHash *getPreviewHash() const { return this->m_previews; }
/**
* @brief set view settings of color color management
*/
void setViewSettings(const ColorManagedViewSettings *viewSettings) { this->m_viewSettings = viewSettings; }
/**
* @brief get view settings of color color management
*/
const ColorManagedViewSettings *getViewSettings() const { return this->m_viewSettings; }
/**
* @brief set display settings of color color management
*/
void setDisplaySettings(const ColorManagedDisplaySettings *displaySettings) { this->m_displaySettings = displaySettings; }
/**
* @brief get display settings of color color management
*/
const ColorManagedDisplaySettings *getDisplaySettings() const { return this->m_displaySettings; }
/**
* @brief set the quality
*/
void setQuality(CompositorQuality quality) { this->m_quality = quality; }
/**
* @brief get the quality
*/
const CompositorQuality getQuality() const { return this->m_quality; }
/**
* @brief get the current framenumber of the scene in this context
*/
const int getFramenumber() const;
/**
* @brief has this system active openclDevices?
*/
const bool getHasActiveOpenCLDevices() const { return this->m_hasActiveOpenCLDevices; }
/**
* @brief set has this system active openclDevices?
*/
void setHasActiveOpenCLDevices(bool hasAvtiveOpenCLDevices) { this->m_hasActiveOpenCLDevices = hasAvtiveOpenCLDevices; }
int getChunksize() const { return this->getbNodeTree()->chunksize; }
void setFastCalculation(bool fastCalculation) {this->m_fastCalculation = fastCalculation;}
bool isFastCalculation() const { return this->m_fastCalculation; }
bool isGroupnodeBufferEnabled() const { return this->getbNodeTree()->flag & NTREE_COM_GROUPNODE_BUFFER; }
};
#endif