30 float *m_outputBuffer;
42 const char *m_viewName;
57 unsigned int preferredResolution[2])
override;
67 this->m_image = image;
71 this->m_imageUser = imageUser;
75 return this->m_active;
83 this->m_centerX = centerX;
87 this->m_centerY = centerY;
91 this->m_chunkOrder = tileOrder;
95 return this->m_centerX;
99 return this->m_centerY;
103 return this->m_chunkOrder;
108 this->m_useAlphaInput = value;
116 this->m_viewName = viewName;
121 this->m_viewSettings = viewSettings;
125 this->m_displaySettings = displaySettings;
129 void updateImage(
rcti *rect);
NodeOperation contains calculation logic.
void setViewSettings(const ColorManagedViewSettings *viewSettings)
void setImage(Image *image)
void setChunkOrder(ChunkOrdering tileOrder)
void setRenderData(const RenderData *rd)
bool isActiveViewerOutput() const override
is this operation the active viewer output user can select an ViewerNode to be active (the result of ...
void setUseAlphaInput(bool value)
void setDisplaySettings(const ColorManagedDisplaySettings *displaySettings)
void initExecution() override
void executeRegion(rcti *rect, unsigned int tileNumber) override
when a chunk is executed by a CPUDevice, this method is called
void setActive(bool active)
void deinitExecution() override
void determineResolution(unsigned int resolution[2], unsigned int preferredResolution[2]) override
determine the resolution of this node
void setImageUser(ImageUser *imageUser)
bool isOutputOperation(bool) const override
isOutputOperation determines whether this operation is an output of the ExecutionSystem during render...
void setCenterX(float centerX)
void setViewName(const char *viewName)
ChunkOrdering getChunkOrder() const
void setCenterY(float centerY)
eCompositorPriority getRenderPriority() const override
get the render priority of this node.
eCompositorPriority
Possible priority settings.
ChunkOrdering
The order of chunks to be scheduled.
bool active
all scheduled work for the GPU.