3c85e1ca1a
This way, we also save 3/4th of memory for single channel byte textures (e.g. Bump Maps). Note: In order for this to work, the texture *must* have 1 channel only. In Gimp you can e.g. do that via the menu: Image -> Mode -> Grayscale
129 lines
4.0 KiB
C++
129 lines
4.0 KiB
C++
/*
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* Copyright 2011-2013 Blender Foundation
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*
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* Licensed under the Apache License, Version 2.0 (the "License");
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* you may not use this file except in compliance with the License.
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* You may obtain a copy of the License at
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*
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* http://www.apache.org/licenses/LICENSE-2.0
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*
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* Unless required by applicable law or agreed to in writing, software
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* distributed under the License is distributed on an "AS IS" BASIS,
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* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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* See the License for the specific language governing permissions and
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* limitations under the License.
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*/
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#ifndef __IMAGE_H__
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#define __IMAGE_H__
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#include "device.h"
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#include "device_memory.h"
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#include "util_image.h"
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#include "util_string.h"
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#include "util_thread.h"
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#include "util_vector.h"
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CCL_NAMESPACE_BEGIN
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class Device;
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class DeviceScene;
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class Progress;
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class ImageManager {
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public:
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explicit ImageManager(const DeviceInfo& info);
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~ImageManager();
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enum ImageDataType {
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IMAGE_DATA_TYPE_FLOAT4 = 0,
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IMAGE_DATA_TYPE_BYTE4 = 1,
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IMAGE_DATA_TYPE_FLOAT = 2,
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IMAGE_DATA_TYPE_BYTE = 3,
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IMAGE_DATA_NUM_TYPES
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};
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int add_image(const string& filename,
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void *builtin_data,
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bool animated,
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float frame,
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bool& is_float,
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bool& is_linear,
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InterpolationType interpolation,
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ExtensionType extension,
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bool use_alpha);
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void remove_image(int flat_slot);
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void remove_image(const string& filename,
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void *builtin_data,
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InterpolationType interpolation,
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ExtensionType extension);
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void tag_reload_image(const string& filename,
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void *builtin_data,
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InterpolationType interpolation,
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ExtensionType extension);
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ImageDataType get_image_metadata(const string& filename, void *builtin_data, bool& is_linear);
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void device_update(Device *device, DeviceScene *dscene, Progress& progress);
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void device_update_slot(Device *device, DeviceScene *dscene, int flat_slot, Progress *progress);
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void device_free(Device *device, DeviceScene *dscene);
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void device_free_builtin(Device *device, DeviceScene *dscene);
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void set_osl_texture_system(void *texture_system);
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void set_pack_images(bool pack_images_);
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bool set_animation_frame_update(int frame);
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bool need_update;
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function<void(const string &filename, void *data, bool &is_float, int &width, int &height, int &depth, int &channels)> builtin_image_info_cb;
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function<bool(const string &filename, void *data, unsigned char *pixels)> builtin_image_pixels_cb;
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function<bool(const string &filename, void *data, float *pixels)> builtin_image_float_pixels_cb;
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struct Image {
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string filename;
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void *builtin_data;
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bool use_alpha;
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bool need_load;
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bool animated;
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float frame;
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InterpolationType interpolation;
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ExtensionType extension;
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int users;
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};
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private:
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int tex_num_images[IMAGE_DATA_NUM_TYPES];
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int tex_image_byte4_start;
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int tex_image_float_start;
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int tex_image_byte_start;
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thread_mutex device_mutex;
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int animation_frame;
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vector<Image*> images[IMAGE_DATA_NUM_TYPES];
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void *osl_texture_system;
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bool pack_images;
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bool file_load_image_generic(Image *img, ImageInput **in, int &width, int &height, int &depth, int &components);
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bool file_load_byte4_image(Image *img, device_vector<uchar4>& tex_img);
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bool file_load_byte_image(Image *img, device_vector<uchar>& tex_img);
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bool file_load_float4_image(Image *img, device_vector<float4>& tex_img);
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bool file_load_float_image(Image *img, device_vector<float>& tex_img);
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int type_index_to_flattened_slot(int slot, ImageDataType type);
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int flattened_slot_to_type_index(int flat_slot, ImageDataType *type);
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string name_from_type(int type);
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void device_load_image(Device *device, DeviceScene *dscene, ImageDataType type, int slot, Progress *progess);
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void device_free_image(Device *device, DeviceScene *dscene, ImageDataType type, int slot);
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void device_pack_images(Device *device, DeviceScene *dscene, Progress& progess);
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};
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CCL_NAMESPACE_END
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#endif /* __IMAGE_H__ */
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