blender/intern/cycles/render/image.h
Brecht Van Lommel 9fba458a7f Cycles: float texture support. Due to GPU limitations there are now 95 byte,
and 5 float image textures. For CPU render this limit will be lifted later
on with image cache support. Patch by Mike Farnsworth.

Also changed color space option in image/environment texture node, to show
options Color and Non-Color Data, instead of sRGB and Linear, this is more
descriptive, and it was not really correct to equate Non-Color Data with
Linear.
2012-03-07 12:27:18 +00:00

76 lines
2.0 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_vector.h"
CCL_NAMESPACE_BEGIN
#define TEX_NUM_FLOAT_IMAGES 5
#define TEX_NUM_IMAGES 95
#define TEX_IMAGE_MAX (TEX_NUM_IMAGES + TEX_NUM_FLOAT_IMAGES)
#define TEX_IMAGE_FLOAT_START TEX_NUM_IMAGES
class Device;
class DeviceScene;
class Progress;
class ImageManager {
public:
ImageManager();
~ImageManager();
int add_image(const string& filename, bool& is_float);
void remove_image(const string& filename);
void device_update(Device *device, DeviceScene *dscene, Progress& progress);
void device_free(Device *device, DeviceScene *dscene);
void set_osl_texture_system(void *texture_system);
bool need_update;
private:
struct Image {
string filename;
bool need_load;
int users;
};
vector<Image*> images;
vector<Image*> float_images;
void *osl_texture_system;
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);
void device_free_image(Device *device, DeviceScene *dscene, int slot);
};
CCL_NAMESPACE_END
#endif /* __IMAGE_H__ */