blender/intern/cycles/render/image.h
2020-06-22 13:06:47 +02:00

233 lines
6.0 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_memory.h"
#include "render/colorspace.h"
#include "util/util_string.h"
#include "util/util_thread.h"
#include "util/util_transform.h"
#include "util/util_unique_ptr.h"
#include "util/util_vector.h"
CCL_NAMESPACE_BEGIN
class Device;
class DeviceInfo;
class ImageHandle;
class ImageKey;
class ImageMetaData;
class ImageManager;
class Progress;
class RenderStats;
class Scene;
class ColorSpaceProcessor;
/* Image Parameters */
class ImageParams {
public:
bool animated;
InterpolationType interpolation;
ExtensionType extension;
ImageAlphaType alpha_type;
ustring colorspace;
float frame;
ImageParams()
: animated(false),
interpolation(INTERPOLATION_LINEAR),
extension(EXTENSION_CLIP),
alpha_type(IMAGE_ALPHA_AUTO),
colorspace(u_colorspace_raw),
frame(0.0f)
{
}
bool operator==(const ImageParams &other) const
{
return (animated == other.animated && interpolation == other.interpolation &&
extension == other.extension && alpha_type == other.alpha_type &&
colorspace == other.colorspace && frame == other.frame);
}
};
/* Image MetaData
*
* Information about the image that is available before the image pixels are loaded. */
class ImageMetaData {
public:
/* Set by ImageLoader.load_metadata(). */
int channels;
size_t width, height, depth;
ImageDataType type;
/* Optional color space, defaults to raw. */
ustring colorspace;
const char *colorspace_file_format;
/* Optional transform for 3D images. */
bool use_transform_3d;
Transform transform_3d;
/* Automatically set. */
bool compress_as_srgb;
ImageMetaData();
bool operator==(const ImageMetaData &other) const;
bool is_float() const;
void detect_colorspace();
};
/* Image loader base class, that can be subclassed to load image data
* from custom sources (file, memory, procedurally generated, etc). */
class ImageLoader {
public:
ImageLoader();
virtual ~ImageLoader(){};
/* Load metadata without actual image yet, should be fast. */
virtual bool load_metadata(ImageMetaData &metadata) = 0;
/* Load actual image contents. */
virtual bool load_pixels(const ImageMetaData &metadata,
void *pixels,
const size_t pixels_size,
const bool associate_alpha) = 0;
/* Name for logs and stats. */
virtual string name() const = 0;
/* Optional for OSL texture cache. */
virtual ustring osl_filepath() const;
/* Free any memory used for loading metadata and pixels. */
virtual void cleanup(){};
/* Compare avoid loading the same image multiple times. */
virtual bool equals(const ImageLoader &other) const = 0;
static bool equals(const ImageLoader *a, const ImageLoader *b);
/* Work around for no RTTI. */
};
/* Image Handle
*
* Access handle for image in the image manager. Multiple shader nodes may
* share the same image, and this class handles reference counting for that. */
class ImageHandle {
public:
ImageHandle();
ImageHandle(const ImageHandle &other);
ImageHandle &operator=(const ImageHandle &other);
~ImageHandle();
bool operator==(const ImageHandle &other) const;
void clear();
bool empty();
int num_tiles();
ImageMetaData metadata();
int svm_slot(const int tile_index = 0) const;
device_texture *image_memory(const int tile_index = 0) const;
protected:
vector<int> tile_slots;
ImageManager *manager;
friend class ImageManager;
};
/* Image Manager
*
* Handles loading and storage of all images in the scene. This includes 2D
* texture images and 3D volume images. */
class ImageManager {
public:
explicit ImageManager(const DeviceInfo &info);
~ImageManager();
ImageHandle add_image(const string &filename, const ImageParams &params);
ImageHandle add_image(const string &filename,
const ImageParams &params,
const vector<int> &tiles);
ImageHandle add_image(ImageLoader *loader, const ImageParams &params);
void device_update(Device *device, Scene *scene, Progress &progress);
void device_update_slot(Device *device, Scene *scene, int slot, Progress *progress);
void device_free(Device *device);
void device_load_builtin(Device *device, Scene *scene, Progress &progress);
void device_free_builtin(Device *device);
void set_osl_texture_system(void *texture_system);
bool set_animation_frame_update(int frame);
void collect_statistics(RenderStats *stats);
bool need_update;
struct Image {
ImageParams params;
ImageMetaData metadata;
ImageLoader *loader;
float frame;
bool need_metadata;
bool need_load;
bool builtin;
string mem_name;
device_texture *mem;
int users;
thread_mutex mutex;
};
private:
bool has_half_images;
thread_mutex device_mutex;
thread_mutex images_mutex;
int animation_frame;
vector<Image *> images;
void *osl_texture_system;
int add_image_slot(ImageLoader *loader, const ImageParams &params, const bool builtin);
void add_image_user(int slot);
void remove_image_user(int slot);
void load_image_metadata(Image *img);
template<TypeDesc::BASETYPE FileFormat, typename StorageType>
bool file_load_image(Image *img, int texture_limit);
void device_load_image(Device *device, Scene *scene, int slot, Progress *progress);
void device_free_image(Device *device, int slot);
friend class ImageHandle;
};
CCL_NAMESPACE_END
#endif /* __IMAGE_H__ */