165 lines
7.4 KiB
C++
165 lines
7.4 KiB
C++
/* SPDX-FileCopyrightText: 2023 Blender Authors
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*
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* SPDX-License-Identifier: GPL-2.0-or-later */
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#pragma once
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#include "BLI_math_vector_types.hh"
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#include "BLI_string_ref.hh"
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#include "DNA_ID.h"
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#include "DNA_scene_types.h"
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#include "DNA_vec_types.h"
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#include "GPU_shader.hh"
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#include "GPU_texture.hh"
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#include "COM_domain.hh"
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#include "COM_render_context.hh"
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#include "COM_result.hh"
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#include "COM_static_cache_manager.hh"
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#include "COM_texture_pool.hh"
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namespace blender::realtime_compositor {
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/* ------------------------------------------------------------------------------------------------
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* Context
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*
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* A Context is an abstract class that is implemented by the caller of the evaluator to provide the
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* necessary data and functionalities for the correct operation of the evaluator. This includes
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* providing input data like render passes and the active scene, as well as references to the data
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* where the output of the evaluator will be written. The class also provides a reference to the
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* texture pool which should be implemented by the caller and provided during construction.
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* Finally, the class have an instance of a static resource manager for acquiring cached resources
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* efficiently. */
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class Context {
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private:
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/* A texture pool that can be used to allocate textures for the compositor efficiently. */
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TexturePool &texture_pool_;
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/* A static cache manager that can be used to acquire cached resources for the compositor
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* efficiently. */
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StaticCacheManager cache_manager_;
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public:
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Context(TexturePool &texture_pool);
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/* Get the compositing scene. */
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virtual const Scene &get_scene() const = 0;
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/* Get the node tree used for compositing. */
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virtual const bNodeTree &get_node_tree() const = 0;
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/* True if the compositor should write file outputs, false otherwise. */
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virtual bool use_file_output() const = 0;
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/* True if the compositor should write the composite output, otherwise, the compositor is assumed
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* to not support the composite output and just displays its viewer output. In that case, the
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* composite output will be used as a fallback viewer if no other viewer exists */
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virtual bool use_composite_output() const = 0;
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/* Get the render settings for compositing. */
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virtual const RenderData &get_render_data() const = 0;
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/* Get the width and height of the render passes and of the output texture returned by the
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* get_input_texture and get_output_texture methods respectively. */
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virtual int2 get_render_size() const = 0;
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/* Get the rectangular region representing the area of the input that the compositor will operate
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* on. Conversely, the compositor will only update the region of the output that corresponds to
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* the compositing region. In the base case, the compositing region covers the entirety of the
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* render region with a lower bound of zero and an upper bound of the render size returned by the
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* get_render_size method. In other cases, the compositing region might be a subset of the render
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* region. Callers should check the validity of the region through is_valid_compositing_region(),
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* since the region can be zero sized. */
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virtual rcti get_compositing_region() const = 0;
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/* Get the texture where the result of the compositor should be written. This should be called by
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* the composite output node to get its target texture. */
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virtual GPUTexture *get_output_texture() = 0;
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/* Get the texture where the result of the compositor viewer should be written, given the domain
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* of the result to be viewed. This should be called by viewer output nodes to get their target
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* texture. */
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virtual GPUTexture *get_viewer_output_texture(Domain domain) = 0;
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/* Get the texture where the given render pass is stored. This should be called by the Render
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* Layer node to populate its outputs. */
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virtual GPUTexture *get_input_texture(const Scene *scene,
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int view_layer,
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const char *pass_name) = 0;
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/* Get the name of the view currently being rendered. */
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virtual StringRef get_view_name() = 0;
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/* Get the precision of the intermediate results of the compositor. */
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virtual ResultPrecision get_precision() const = 0;
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/* Set an info message. This is called by the compositor evaluator to inform or warn the user
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* about something, typically an error. The implementation should display the message in an
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* appropriate place, which can be directly in the UI or just logged to the output stream. */
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virtual void set_info_message(StringRef message) const = 0;
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/* Returns the ID recalculate flag of the given ID and reset it to zero. The given ID is assumed
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* to be one that has a DrawDataList and conforms to the IdDdtTemplate.
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*
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* The ID recalculate flag is a mechanism through which one can identify if an ID has changed
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* since the last time the flag was reset, hence why the method reset the flag after querying it,
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* that is, to ready it to track the next change. */
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virtual IDRecalcFlag query_id_recalc_flag(ID *id) const = 0;
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/* Get a pointer to the render context of this context. A render context stores information about
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* the current render. It might be null if the compositor is not being evaluated as part of a
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* render pipeline. */
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virtual RenderContext *render_context() const;
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/* Returns true if the compositor evaluation is canceled and that the evaluator should stop
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* executing as soon as possible. */
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virtual bool is_canceled() const;
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/* Get the size of the compositing region. See get_compositing_region(). The output size is
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* sanitized such that it is at least 1 in both dimensions. However, the developer is expected to
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* gracefully handled zero sizes regions by checking the is_valid_compositing_region method. */
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int2 get_compositing_region_size() const;
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/* Returns true if the compositing region has a valid size, that is, has at least one pixel in
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* both dimensions, returns false otherwise. */
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bool is_valid_compositing_region() const;
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/* Get the normalized render percentage of the active scene. */
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float get_render_percentage() const;
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/* Get the current frame number of the active scene. */
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int get_frame_number() const;
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/* Get the current time in seconds of the active scene. */
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float get_time() const;
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/* Get a GPU shader with the given info name and precision. */
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GPUShader *get_shader(const char *info_name, ResultPrecision precision);
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/* Get a GPU shader with the given info name and context's precision. */
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GPUShader *get_shader(const char *info_name);
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/* Create a result of the given type and precision using the context's texture pool. */
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Result create_result(ResultType type, ResultPrecision precision);
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/* Create a result of the given type using the context's texture pool and precision. */
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Result create_result(ResultType type);
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/* Create a temporary result of the given type and precision using the context's texture pool.
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* See Result::Temporary for more information. */
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Result create_temporary_result(ResultType type, ResultPrecision precision);
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/* Create a temporary result of the given type using the context's texture pool and precision.
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* See Result::Temporary for more information. */
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Result create_temporary_result(ResultType type);
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/* Get a reference to the texture pool of this context. */
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TexturePool &texture_pool();
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/* Get a reference to the static cache manager of this context. */
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StaticCacheManager &cache_manager();
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};
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} // namespace blender::realtime_compositor
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