Tie compositor will now update render result when changing node setup
[blender.git] / source / blender / compositor / operations / COM_CompositorOperation.h
index 2719d376339a97282557f191e1d5cfd1a49992db..51a31105d5c016b6e31cfbb7e743bdd94947846d 100644 (file)
@@ -31,6 +31,8 @@
  */
 class CompositorOperation : public NodeOperation {
 private:
  */
 class CompositorOperation : public NodeOperation {
 private:
+       const Scene *m_scene;
+
        /**
         * @brief local reference to the scene
         */
        /**
         * @brief local reference to the scene
         */
@@ -41,6 +43,11 @@ private:
         */
        float *m_outputBuffer;
 
         */
        float *m_outputBuffer;
 
+       /**
+        * @brief reference to the output depth float buffer
+        */
+       float *m_depthBuffer;
+
        /**
         * @brief local reference to the input image operation
         */
        /**
         * @brief local reference to the input image operation
         */
@@ -50,9 +57,15 @@ private:
         * @brief local reference to the input alpha operation
         */
        SocketReader *m_alphaInput;
         * @brief local reference to the input alpha operation
         */
        SocketReader *m_alphaInput;
+
+       /**
+        * @brief local reference to the depth operation
+        */
+       SocketReader *m_depthInput;
 public:
        CompositorOperation();
 public:
        CompositorOperation();
-       void executeRegion(rcti *rect, unsigned int tileNumber, MemoryBuffer **memoryBuffers);
+       void executeRegion(rcti *rect, unsigned int tileNumber);
+       void setScene(const Scene *scene) { this->m_scene = scene; }
        void setRenderData(const RenderData *rd) { this->m_rd = rd; }
        bool isOutputOperation(bool rendering) const { return true; }
        void initExecution();
        void setRenderData(const RenderData *rd) { this->m_rd = rd; }
        bool isOutputOperation(bool rendering) const { return true; }
        void initExecution();