blender/intern/cycles/render/image.h

165 lines
4.8 KiB
C++

/*
* Copyright 2011-2013 Blender Foundation
*
* Licensed under the Apache License, Version 2.0 (the "License");
* you may not use this file except in compliance with the License.
* You may obtain a copy of the License at
*
* http://www.apache.org/licenses/LICENSE-2.0
*
* Unless required by applicable law or agreed to in writing, software
* distributed under the License is distributed on an "AS IS" BASIS,
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
* See the License for the specific language governing permissions and
* limitations under the License.
*/
#ifndef __IMAGE_H__
#define __IMAGE_H__
#include "device/device.h"
#include "device/device_memory.h"
#include "util/util_image.h"
#include "util/util_string.h"
#include "util/util_thread.h"
#include "util/util_vector.h"
CCL_NAMESPACE_BEGIN
class Device;
class Progress;
class Scene;
class ImageManager {
public:
explicit ImageManager(const DeviceInfo& info);
~ImageManager();
int add_image(const string& filename,
void *builtin_data,
bool animated,
float frame,
bool& is_float,
bool& is_linear,
InterpolationType interpolation,
ExtensionType extension,
bool use_alpha);
void remove_image(int flat_slot);
void remove_image(const string& filename,
void *builtin_data,
InterpolationType interpolation,
ExtensionType extension,
bool use_alpha);
void tag_reload_image(const string& filename,
void *builtin_data,
InterpolationType interpolation,
ExtensionType extension,
bool use_alpha);
ImageDataType get_image_metadata(const string& filename,
void *builtin_data,
bool& is_linear,
bool& builtin_free_cache);
void device_update(Device *device,
Scene *scene,
Progress& progress);
void device_update_slot(Device *device,
Scene *scene,
int flat_slot,
Progress *progress);
void device_free(Device *device);
void device_free_builtin(Device *device);
void set_osl_texture_system(void *texture_system);
bool set_animation_frame_update(int frame);
bool need_update;
/* NOTE: Here pixels_size is a size of storage, which equals to
* width * height * depth.
* Use this to avoid some nasty memory corruptions.
*/
function<void(const string &filename,
void *data,
bool &is_float,
int &width,
int &height,
int &depth,
int &channels,
bool &free_cache)> builtin_image_info_cb;
function<bool(const string &filename,
void *data,
unsigned char *pixels,
const size_t pixels_size,
const bool free_cache)> builtin_image_pixels_cb;
function<bool(const string &filename,
void *data,
float *pixels,
const size_t pixels_size,
const bool free_cache)> builtin_image_float_pixels_cb;
struct Image {
string filename;
void *builtin_data;
bool builtin_free_cache;
bool use_alpha;
bool need_load;
bool animated;
float frame;
InterpolationType interpolation;
ExtensionType extension;
device_memory *mem;
int users;
};
private:
int tex_num_images[IMAGE_DATA_NUM_TYPES];
int max_num_images;
bool has_half_images;
bool cuda_fermi_limits;
thread_mutex device_mutex;
int animation_frame;
vector<Image*> images[IMAGE_DATA_NUM_TYPES];
void *osl_texture_system;
bool file_load_image_generic(Image *img,
ImageInput **in,
int &width,
int &height,
int &depth,
int &components);
template<TypeDesc::BASETYPE FileFormat,
typename StorageType,
typename DeviceType>
bool file_load_image(Image *img,
ImageDataType type,
int texture_limit,
device_vector<DeviceType>& tex_img);
int max_flattened_slot(ImageDataType type);
int type_index_to_flattened_slot(int slot, ImageDataType type);
int flattened_slot_to_type_index(int flat_slot, ImageDataType *type);
string name_from_type(int type);
void device_load_image(Device *device,
Scene *scene,
ImageDataType type,
int slot,
Progress *progess);
void device_free_image(Device *device,
ImageDataType type,
int slot);
};
CCL_NAMESPACE_END
#endif /* __IMAGE_H__ */