Files
test2/source/blender/compositor/intern/COM_CompositorContext.h
Manuel Castilla 7d17f2addf Fix T89998: Cryptomatte node output values doubled with Multi-View
When using a Cryptomatte node and selecting 2 views in Multi-View,
its output values are doubled. When selecting 3 tripled and so on.
This causes incorrect compositing results for all the views.

The node creates an input operation for each rendered cryptomatte
pass. In Multi-View, passes are rendered for each view but compositor
is executed per view and should only create operations for those
corresponding to the current view being executed. Otherwise duplicated
operations add up later in cryptomatte operation.

Reviewed By: jbakker

Maniphest Tasks: T89998

Differential Revision: https://developer.blender.org/D12216
2021-08-23 17:09:59 +02:00

298 lines
6.3 KiB
C++

/*
* 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.
*
* Copyright 2011, Blender Foundation.
*/
#pragma once
#include "BLI_rect.h"
#include "COM_Enums.h"
#include "DNA_color_types.h"
#include "DNA_node_types.h"
#include "DNA_scene_types.h"
#include <string>
#include <vector>
namespace blender::compositor {
/**
* \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
*/
eCompositorQuality 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;
/**
* \brief active rendering view name
*/
const char *m_viewName;
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 management
*/
void setViewSettings(const ColorManagedViewSettings *viewSettings)
{
this->m_viewSettings = viewSettings;
}
/**
* \brief get view settings of color management
*/
const ColorManagedViewSettings *getViewSettings() const
{
return this->m_viewSettings;
}
/**
* \brief set display settings of color management
*/
void setDisplaySettings(const ColorManagedDisplaySettings *displaySettings)
{
this->m_displaySettings = displaySettings;
}
/**
* \brief get display settings of color management
*/
const ColorManagedDisplaySettings *getDisplaySettings() const
{
return this->m_displaySettings;
}
/**
* \brief set the quality
*/
void setQuality(eCompositorQuality quality)
{
this->m_quality = quality;
}
/**
* \brief get the quality
*/
eCompositorQuality getQuality() const
{
return this->m_quality;
}
/**
* \brief get the current frame-number of the scene in this context
*/
int getFramenumber() const;
/**
* \brief has this system active openclDevices?
*/
bool getHasActiveOpenCLDevices() const
{
return this->m_hasActiveOpenCLDevices;
}
/**
* \brief set has this system active openclDevices?
*/
void setHasActiveOpenCLDevices(bool hasAvtiveOpenCLDevices)
{
this->m_hasActiveOpenCLDevices = hasAvtiveOpenCLDevices;
}
/** Whether it has a view with a specific name and not the default one. */
bool has_explicit_view() const
{
return m_viewName && m_viewName[0] != '\0';
}
/**
* \brief get the active rendering view
*/
const char *getViewName() const
{
return this->m_viewName;
}
/**
* \brief set the active rendering view
*/
void setViewName(const char *viewName)
{
this->m_viewName = viewName;
}
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) != 0;
}
/**
* \brief Get the render percentage as a factor.
* The compositor uses a factor i.o. a percentage.
*/
float getRenderPercentageAsFactor() const
{
return m_rd->size * 0.01f;
}
/**
* Get active execution model.
*/
eExecutionModel get_execution_model() const;
};
} // namespace blender::compositor