blender/intern/cycles/render/image.h

105 lines
3.1 KiB
C++

/*
* Copyright 2011, Blender Foundation.
*
* This program is free software; you can redistribute it and/or
* modify it under the terms of the GNU General Public License
* as published by the Free Software Foundation; either version 2
* of the License, or (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software Foundation,
* Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
*/
#ifndef __IMAGE_H__
#define __IMAGE_H__
#include "device_memory.h"
#include "util_string.h"
#include "util_thread.h"
#include "util_vector.h"
#include "kernel_types.h" /* for TEX_NUM_FLOAT_IMAGES */
CCL_NAMESPACE_BEGIN
#define TEX_NUM_IMAGES 95
#define TEX_IMAGE_BYTE_START TEX_NUM_FLOAT_IMAGES
#define TEX_EXTENDED_NUM_FLOAT_IMAGES 5
#define TEX_EXTENDED_NUM_IMAGES 512
#define TEX_EXTENDED_IMAGE_BYTE_START TEX_EXTENDED_NUM_FLOAT_IMAGES
/* color to use when textures are not found */
#define TEX_IMAGE_MISSING_R 1
#define TEX_IMAGE_MISSING_G 0
#define TEX_IMAGE_MISSING_B 1
#define TEX_IMAGE_MISSING_A 1
class Device;
class DeviceScene;
class Progress;
class ImageManager {
public:
ImageManager();
~ImageManager();
int add_image(const string& filename, void *builtin_data, bool animated, bool& is_float, bool& is_linear);
void remove_image(const string& filename, void *builtin_data);
bool is_float_image(const string& filename, void *builtin_data, bool& is_linear);
void device_update(Device *device, DeviceScene *dscene, Progress& progress);
void device_free(Device *device, DeviceScene *dscene);
void set_osl_texture_system(void *texture_system);
void set_pack_images(bool pack_images_);
void set_extended_image_limits(void);
bool set_animation_frame_update(int frame);
bool need_update;
boost::function<void(const string &filename, void *data, bool &is_float, int &width, int &height, int &channels)> builtin_image_info_cb;
boost::function<bool(const string &filename, void *data, unsigned char *pixels)> builtin_image_pixels_cb;
boost::function<bool(const string &filename, void *data, float *pixels)> builtin_image_float_pixels_cb;
private:
int tex_num_images;
int tex_num_float_images;
int tex_image_byte_start;
thread_mutex device_mutex;
int animation_frame;
struct Image {
string filename;
void *builtin_data;
bool need_load;
bool animated;
int users;
};
vector<Image*> images;
vector<Image*> float_images;
void *osl_texture_system;
bool pack_images;
bool file_load_image(Image *img, device_vector<uchar4>& tex_img);
bool file_load_float_image(Image *img, device_vector<float4>& tex_img);
void device_load_image(Device *device, DeviceScene *dscene, int slot, Progress *progess);
void device_free_image(Device *device, DeviceScene *dscene, int slot);
void device_pack_images(Device *device, DeviceScene *dscene, Progress& progess);
};
CCL_NAMESPACE_END
#endif /* __IMAGE_H__ */