Use a shorter/simpler license convention, stops the header taking so much space. Follow the SPDX license specification: https://spdx.org/licenses - C/C++/objc/objc++ - Python - Shell Scripts - CMake, GNUmakefile While most of the source tree has been included - `./extern/` was left out. - `./intern/cycles` & `./intern/atomic` are also excluded because they use different header conventions. doc/license/SPDX-license-identifiers.txt has been added to list SPDX all used identifiers. See P2788 for the script that automated these edits. Reviewed By: brecht, mont29, sergey Ref D14069
117 lines
2.5 KiB
C++
117 lines
2.5 KiB
C++
/* SPDX-License-Identifier: GPL-2.0-or-later
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* Copyright 2011 Blender Foundation. */
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#pragma once
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#include "COM_MultiThreadedOperation.h"
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struct Scene;
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namespace blender::compositor {
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/**
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* \brief Compositor output operation
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*/
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class CompositorOperation : public MultiThreadedOperation {
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private:
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const struct Scene *scene_;
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/**
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* \brief Scene name, used for getting the render output, includes 'SC' prefix.
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*/
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char scene_name_[MAX_ID_NAME];
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/**
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* \brief local reference to the scene
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*/
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const RenderData *rd_;
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/**
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* \brief reference to the output float buffer
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*/
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float *output_buffer_;
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/**
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* \brief reference to the output depth float buffer
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*/
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float *depth_buffer_;
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/**
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* \brief local reference to the input image operation
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*/
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SocketReader *image_input_;
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/**
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* \brief local reference to the input alpha operation
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*/
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SocketReader *alpha_input_;
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/**
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* \brief local reference to the depth operation
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*/
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SocketReader *depth_input_;
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/**
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* \brief Ignore any alpha input
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*/
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bool use_alpha_input_;
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/**
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* \brief operation is active for calculating final compo result
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*/
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bool active_;
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/**
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* \brief View name, used for multiview
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*/
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const char *view_name_;
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public:
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CompositorOperation();
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bool is_active_compositor_output() const
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{
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return active_;
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}
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void execute_region(rcti *rect, unsigned int tile_number) override;
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void set_scene(const struct Scene *scene)
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{
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scene_ = scene;
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}
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void set_scene_name(const char *scene_name)
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{
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BLI_strncpy(scene_name_, scene_name, sizeof(scene_name_));
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}
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void set_view_name(const char *view_name)
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{
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view_name_ = view_name;
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}
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void set_render_data(const RenderData *rd)
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{
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rd_ = rd;
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}
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bool is_output_operation(bool /*rendering*/) const override
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{
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return this->is_active_compositor_output();
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}
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void init_execution() override;
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void deinit_execution() override;
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eCompositorPriority get_render_priority() const override
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{
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return eCompositorPriority::Medium;
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}
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void determine_canvas(const rcti &preferred_area, rcti &r_area) override;
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void set_use_alpha_input(bool value)
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{
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use_alpha_input_ = value;
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}
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void set_active(bool active)
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{
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active_ = active;
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}
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void update_memory_buffer_partial(MemoryBuffer *output,
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const rcti &area,
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Span<MemoryBuffer *> inputs) override;
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};
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} // namespace blender::compositor
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