tornavis/source/blender/render/RE_compositor.hh

60 lines
1.5 KiB
C++

/* SPDX-FileCopyrightText: 2023 Blender Foundation
*
* SPDX-License-Identifier: GPL-2.0-or-later */
#pragma once
#include <memory>
struct bNodeTree;
struct Depsgraph;
struct Render;
struct RenderData;
struct Scene;
namespace blender {
namespace realtime_compositor {
class Evaluator;
}
namespace render {
class Context;
class TexturePool;
/* ------------------------------------------------------------------------------------------------
* Render Realtime Compositor
*
* Implementation of the compositor for final rendering, as opposed to the viewport compositor
* that is part of the draw manager. The input and output of this is pre-existing RenderResult
* buffers in scenes, that are uploaded to and read back from the GPU. */
class RealtimeCompositor {
private:
/* Render instance for GPU context to run compositor in. */
Render &render_;
std::unique_ptr<TexturePool> texture_pool_;
std::unique_ptr<Context> context_;
std::unique_ptr<realtime_compositor::Evaluator> evaluator_;
public:
RealtimeCompositor(Render &render,
const Scene &scene,
const RenderData &render_data,
const bNodeTree &node_tree,
const bool use_file_output,
const char *view_name);
~RealtimeCompositor();
/* Evaluate the compositor and output to the scene render result. */
void execute();
/* If the compositor node tree changed, reset the evaluator. */
void update(const Depsgraph *depsgraph);
};
} // namespace render
} // namespace blender