blender/intern/cycles/render/image.cpp
Sergey Sharybin 452a52575c Cycles material preview: fix for generated/packed/movie files
Issue was caused by cycles trying to find builtin images in a main
database and in case of preview render images are not in database,
they're just referenced by shader node tree.

Now builtin images in cycles have got void* pointer to store data
needed to load builtin images.

In case ob blender session, this pointer will store pointer from
PointerRNA for image datablock and used later to construct Image
class based on this pointer.

This also saves database lookup for final render which is nice :)

Reviewed by Brecht.
2013-01-30 13:42:12 +00:00

649 lines
16 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.
*/
#include "device.h"
#include "image.h"
#include "scene.h"
#include "util_foreach.h"
#include "util_image.h"
#include "util_path.h"
#include "util_progress.h"
#ifdef WITH_OSL
#include <OSL/oslexec.h>
#endif
CCL_NAMESPACE_BEGIN
ImageManager::ImageManager()
{
need_update = true;
pack_images = false;
osl_texture_system = NULL;
animation_frame = 0;
tex_num_images = TEX_NUM_IMAGES;
tex_num_float_images = TEX_NUM_FLOAT_IMAGES;
tex_image_byte_start = TEX_IMAGE_BYTE_START;
}
ImageManager::~ImageManager()
{
for(size_t slot = 0; slot < images.size(); slot++)
assert(!images[slot]);
for(size_t slot = 0; slot < float_images.size(); slot++)
assert(!float_images[slot]);
}
void ImageManager::set_pack_images(bool pack_images_)
{
pack_images = pack_images_;
}
void ImageManager::set_osl_texture_system(void *texture_system)
{
osl_texture_system = texture_system;
}
void ImageManager::set_extended_image_limits(void)
{
tex_num_images = TEX_EXTENDED_NUM_IMAGES;
tex_num_float_images = TEX_EXTENDED_NUM_FLOAT_IMAGES;
tex_image_byte_start = TEX_EXTENDED_IMAGE_BYTE_START;
}
bool ImageManager::set_animation_frame_update(int frame)
{
if(frame != animation_frame) {
animation_frame = frame;
for(size_t slot = 0; slot < images.size(); slot++)
if(images[slot] && images[slot]->animated)
return true;
for(size_t slot = 0; slot < float_images.size(); slot++)
if(float_images[slot] && float_images[slot]->animated)
return true;
}
return false;
}
bool ImageManager::is_float_image(const string& filename, void *builtin_data)
{
bool is_float = false;
if(builtin_data) {
if(builtin_image_info_cb) {
int width, height, channels;
builtin_image_info_cb(filename, builtin_data, is_float, width, height, channels);
}
return is_float;
}
ImageInput *in = ImageInput::create(filename);
if(in) {
ImageSpec spec;
if(in->open(filename, spec)) {
/* check the main format, and channel formats;
* if any take up more than one byte, we'll need a float texture slot */
if(spec.format.basesize() > 1)
is_float = true;
for(size_t channel = 0; channel < spec.channelformats.size(); channel++) {
if(spec.channelformats[channel].basesize() > 1)
is_float = true;
}
in->close();
}
delete in;
}
return is_float;
}
int ImageManager::add_image(const string& filename, void *builtin_data, bool animated, bool& is_float)
{
Image *img;
size_t slot;
/* load image info and find out if we need a float texture */
is_float = (pack_images)? false: is_float_image(filename, builtin_data);
if(is_float) {
/* find existing image */
for(slot = 0; slot < float_images.size(); slot++) {
if(float_images[slot] && float_images[slot]->filename == filename) {
float_images[slot]->users++;
return slot;
}
}
/* find free slot */
for(slot = 0; slot < float_images.size(); slot++) {
if(!float_images[slot])
break;
}
if(slot == float_images.size()) {
/* max images limit reached */
if(float_images.size() == TEX_NUM_FLOAT_IMAGES) {
printf("ImageManager::add_image: float image limit reached %d, skipping '%s'\n",
tex_num_float_images, filename.c_str());
return -1;
}
float_images.resize(float_images.size() + 1);
}
/* add new image */
img = new Image();
img->filename = filename;
img->builtin_data = builtin_data;
img->need_load = true;
img->animated = animated;
img->users = 1;
float_images[slot] = img;
}
else {
for(slot = 0; slot < images.size(); slot++) {
if(images[slot] && images[slot]->filename == filename) {
images[slot]->users++;
return slot+tex_image_byte_start;
}
}
/* find free slot */
for(slot = 0; slot < images.size(); slot++) {
if(!images[slot])
break;
}
if(slot == images.size()) {
/* max images limit reached */
if(images.size() == tex_num_images) {
printf("ImageManager::add_image: byte image limit reached %d, skipping '%s'\n",
tex_num_images, filename.c_str());
return -1;
}
images.resize(images.size() + 1);
}
/* add new image */
img = new Image();
img->filename = filename;
img->builtin_data = builtin_data;
img->need_load = true;
img->animated = animated;
img->users = 1;
images[slot] = img;
slot += tex_image_byte_start;
}
need_update = true;
return slot;
}
void ImageManager::remove_image(const string& filename, void *builtin_data)
{
size_t slot;
for(slot = 0; slot < images.size(); slot++) {
if(images[slot] && images[slot]->filename == filename && images[slot]->builtin_data == builtin_data) {
/* decrement user count */
images[slot]->users--;
assert(images[slot]->users >= 0);
/* don't remove immediately, rather do it all together later on. one of
* the reasons for this is that on shader changes we add and remove nodes
* that use them, but we do not want to reload the image all the time. */
if(images[slot]->users == 0)
need_update = true;
break;
}
}
if(slot == images.size()) {
/* see if it's in a float texture slot */
for(slot = 0; slot < float_images.size(); slot++) {
if(float_images[slot] && float_images[slot]->filename == filename && float_images[slot]->builtin_data == builtin_data) {
/* decrement user count */
float_images[slot]->users--;
assert(float_images[slot]->users >= 0);
/* don't remove immediately, rather do it all together later on. one of
* the reasons for this is that on shader changes we add and remove nodes
* that use them, but we do not want to reload the image all the time. */
if(float_images[slot]->users == 0)
need_update = true;
break;
}
}
}
}
bool ImageManager::file_load_image(Image *img, device_vector<uchar4>& tex_img)
{
if(img->filename == "")
return false;
ImageInput *in = NULL;
int width, height, components;
if(!img->builtin_data) {
/* load image from file through OIIO */
in = ImageInput::create(img->filename);
if(!in)
return false;
ImageSpec spec;
if(!in->open(img->filename, spec)) {
delete in;
return false;
}
width = spec.width;
height = spec.height;
components = spec.nchannels;
}
else {
/* load image using builtin images callbacks */
if(!builtin_image_info_cb || !builtin_image_pixels_cb)
return false;
bool is_float;
builtin_image_info_cb(img->filename, img->builtin_data, is_float, width, height, components);
}
/* we only handle certain number of components */
if(!(components == 1 || components == 3 || components == 4)) {
if(in) {
in->close();
delete in;
}
return false;
}
/* read RGBA pixels */
uchar *pixels = (uchar*)tex_img.resize(width, height);
int scanlinesize = width*components*sizeof(uchar);
if(in) {
in->read_image(TypeDesc::UINT8,
(uchar*)pixels + (height-1)*scanlinesize,
AutoStride,
-scanlinesize,
AutoStride);
in->close();
delete in;
}
else {
builtin_image_pixels_cb(img->filename, img->builtin_data, pixels);
}
if(components == 3) {
for(int i = width*height-1; i >= 0; i--) {
pixels[i*4+3] = 255;
pixels[i*4+2] = pixels[i*3+2];
pixels[i*4+1] = pixels[i*3+1];
pixels[i*4+0] = pixels[i*3+0];
}
}
else if(components == 1) {
for(int i = width*height-1; i >= 0; i--) {
pixels[i*4+3] = 255;
pixels[i*4+2] = pixels[i];
pixels[i*4+1] = pixels[i];
pixels[i*4+0] = pixels[i];
}
}
return true;
}
bool ImageManager::file_load_float_image(Image *img, device_vector<float4>& tex_img)
{
if(img->filename == "")
return false;
ImageInput *in = NULL;
int width, height, components;
if(!img->builtin_data) {
/* load image from file through OIIO */
in = ImageInput::create(img->filename);
if(!in)
return false;
ImageSpec spec;
if(!in->open(img->filename, spec)) {
delete in;
return false;
}
/* we only handle certain number of components */
width = spec.width;
height = spec.height;
components = spec.nchannels;
}
else {
/* load image using builtin images callbacks */
if(!builtin_image_info_cb || !builtin_image_float_pixels_cb)
return false;
bool is_float;
builtin_image_info_cb(img->filename, img->builtin_data, is_float, width, height, components);
}
if(!(components == 1 || components == 3 || components == 4)) {
if(in) {
in->close();
delete in;
}
return false;
}
/* read RGBA pixels */
float *pixels = (float*)tex_img.resize(width, height);
int scanlinesize = width*components*sizeof(float);
if(in) {
in->read_image(TypeDesc::FLOAT,
(uchar*)pixels + (height-1)*scanlinesize,
AutoStride,
-scanlinesize,
AutoStride);
in->close();
delete in;
}
else {
builtin_image_float_pixels_cb(img->filename, img->builtin_data, pixels);
}
if(components == 3) {
for(int i = width*height-1; i >= 0; i--) {
pixels[i*4+3] = 1.0f;
pixels[i*4+2] = pixels[i*3+2];
pixels[i*4+1] = pixels[i*3+1];
pixels[i*4+0] = pixels[i*3+0];
}
}
else if(components == 1) {
for(int i = width*height-1; i >= 0; i--) {
pixels[i*4+3] = 1.0f;
pixels[i*4+2] = pixels[i];
pixels[i*4+1] = pixels[i];
pixels[i*4+0] = pixels[i];
}
}
return true;
}
void ImageManager::device_load_image(Device *device, DeviceScene *dscene, int slot, Progress *progress)
{
if(progress->get_cancel())
return;
if(osl_texture_system)
return;
Image *img;
bool is_float;
if(slot >= tex_image_byte_start) {
img = images[slot - tex_image_byte_start];
is_float = false;
}
else {
img = float_images[slot];
is_float = true;
}
if(is_float) {
string filename = path_filename(float_images[slot]->filename);
progress->set_status("Updating Images", "Loading " + filename);
device_vector<float4>& tex_img = dscene->tex_float_image[slot];
if(tex_img.device_pointer) {
thread_scoped_lock device_lock(device_mutex);
device->tex_free(tex_img);
}
if(!file_load_float_image(img, tex_img)) {
/* on failure to load, we set a 1x1 pixels pink image */
float *pixels = (float*)tex_img.resize(1, 1);
pixels[0] = TEX_IMAGE_MISSING_R;
pixels[1] = TEX_IMAGE_MISSING_G;
pixels[2] = TEX_IMAGE_MISSING_B;
pixels[3] = TEX_IMAGE_MISSING_A;
}
string name;
if(slot >= 10) name = string_printf("__tex_image_float_0%d", slot);
else name = string_printf("__tex_image_float_00%d", slot);
if(!pack_images) {
thread_scoped_lock device_lock(device_mutex);
device->tex_alloc(name.c_str(), tex_img, true, true);
}
}
else {
string filename = path_filename(images[slot - tex_image_byte_start]->filename);
progress->set_status("Updating Images", "Loading " + filename);
device_vector<uchar4>& tex_img = dscene->tex_image[slot - tex_image_byte_start];
if(tex_img.device_pointer) {
thread_scoped_lock device_lock(device_mutex);
device->tex_free(tex_img);
}
if(!file_load_image(img, tex_img)) {
/* on failure to load, we set a 1x1 pixels pink image */
uchar *pixels = (uchar*)tex_img.resize(1, 1);
pixels[0] = (TEX_IMAGE_MISSING_R * 255);
pixels[1] = (TEX_IMAGE_MISSING_G * 255);
pixels[2] = (TEX_IMAGE_MISSING_B * 255);
pixels[3] = (TEX_IMAGE_MISSING_A * 255);
}
string name;
if(slot >= 10) name = string_printf("__tex_image_0%d", slot);
else name = string_printf("__tex_image_00%d", slot);
if(!pack_images) {
thread_scoped_lock device_lock(device_mutex);
device->tex_alloc(name.c_str(), tex_img, true, true);
}
}
img->need_load = false;
}
void ImageManager::device_free_image(Device *device, DeviceScene *dscene, int slot)
{
Image *img;
bool is_float;
if(slot >= tex_image_byte_start) {
img = images[slot - tex_image_byte_start];
is_float = false;
}
else {
img = float_images[slot];
is_float = true;
}
if(img) {
if(osl_texture_system) {
#ifdef WITH_OSL
ustring filename(images[slot]->filename);
((OSL::TextureSystem*)osl_texture_system)->invalidate(filename);
#endif
}
else if(is_float) {
device_vector<float4>& tex_img = dscene->tex_float_image[slot];
if(tex_img.device_pointer) {
thread_scoped_lock device_lock(device_mutex);
device->tex_free(tex_img);
}
tex_img.clear();
delete float_images[slot];
float_images[slot] = NULL;
}
else {
device_vector<uchar4>& tex_img = dscene->tex_image[slot - tex_image_byte_start];
if(tex_img.device_pointer) {
thread_scoped_lock device_lock(device_mutex);
device->tex_free(tex_img);
}
tex_img.clear();
delete images[slot - tex_image_byte_start];
images[slot - tex_image_byte_start] = NULL;
}
}
}
void ImageManager::device_update(Device *device, DeviceScene *dscene, Progress& progress)
{
if(!need_update)
return;
TaskPool pool;
for(size_t slot = 0; slot < images.size(); slot++) {
if(!images[slot])
continue;
if(images[slot]->users == 0) {
device_free_image(device, dscene, slot + tex_image_byte_start);
}
else if(images[slot]->need_load) {
if(!osl_texture_system)
pool.push(function_bind(&ImageManager::device_load_image, this, device, dscene, slot + tex_image_byte_start, &progress));
}
}
for(size_t slot = 0; slot < float_images.size(); slot++) {
if(!float_images[slot])
continue;
if(float_images[slot]->users == 0) {
device_free_image(device, dscene, slot);
}
else if(float_images[slot]->need_load) {
if(!osl_texture_system)
pool.push(function_bind(&ImageManager::device_load_image, this, device, dscene, slot, &progress));
}
}
pool.wait_work();
if(pack_images)
device_pack_images(device, dscene, progress);
need_update = false;
}
void ImageManager::device_pack_images(Device *device, DeviceScene *dscene, Progress& progess)
{
/* for OpenCL, we pack all image textures inside a single big texture, and
* will do our own interpolation in the kernel */
size_t size = 0;
for(size_t slot = 0; slot < images.size(); slot++) {
if(!images[slot])
continue;
device_vector<uchar4>& tex_img = dscene->tex_image[slot];
size += tex_img.size();
}
uint4 *info = dscene->tex_image_packed_info.resize(images.size());
uchar4 *pixels = dscene->tex_image_packed.resize(size);
size_t offset = 0;
for(size_t slot = 0; slot < images.size(); slot++) {
if(!images[slot])
continue;
device_vector<uchar4>& tex_img = dscene->tex_image[slot];
info[slot] = make_uint4(tex_img.data_width, tex_img.data_height, offset, 1);
memcpy(pixels+offset, (void*)tex_img.data_pointer, tex_img.memory_size());
offset += tex_img.size();
}
if(dscene->tex_image_packed.size())
device->tex_alloc("__tex_image_packed", dscene->tex_image_packed);
if(dscene->tex_image_packed_info.size())
device->tex_alloc("__tex_image_packed_info", dscene->tex_image_packed_info);
}
void ImageManager::device_free(Device *device, DeviceScene *dscene)
{
for(size_t slot = 0; slot < images.size(); slot++)
device_free_image(device, dscene, slot + tex_image_byte_start);
for(size_t slot = 0; slot < float_images.size(); slot++)
device_free_image(device, dscene, slot);
device->tex_free(dscene->tex_image_packed);
device->tex_free(dscene->tex_image_packed_info);
dscene->tex_image_packed.clear();
dscene->tex_image_packed_info.clear();
images.clear();
float_images.clear();
}
CCL_NAMESPACE_END