blender/intern/cycles/render/image.cpp

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/*
* 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;
}
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;
}
static bool is_float_image(const string& filename)
{
ImageInput *in = ImageInput::create(filename);
bool is_float = false;
if(in) {
ImageSpec spec;
if(in->open(filename, spec)) {
/* check the main format, and channel formats;
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* 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, 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);
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+TEX_IMAGE_FLOAT_START;
}
}
/* 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)
return -1;
float_images.resize(float_images.size() + 1);
}
/* add new image */
img = new Image();
img->filename = filename;
img->need_load = true;
img->users = 1;
float_images[slot] = img;
/* report slot out of total set of textures */
slot += TEX_IMAGE_FLOAT_START;
}
else {
for(slot = 0; slot < images.size(); slot++) {
if(images[slot] && images[slot]->filename == filename) {
images[slot]->users++;
return slot;
}
}
/* 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)
return -1;
images.resize(images.size() + 1);
}
/* add new image */
img = new Image();
img->filename = filename;
img->need_load = true;
img->users = 1;
images[slot] = img;
}
need_update = true;
return slot;
}
void ImageManager::remove_image(const string& filename)
{
size_t slot;
for(slot = 0; slot < images.size(); slot++) {
if(images[slot] && images[slot]->filename == filename) {
/* decrement user count */
images[slot]->users--;
assert(images[slot]->users >= 0);
/* don't remove immediately, rather do it all together later on. one of
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* 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) {
/* 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
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* 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;
/* load image from file through OIIO */
ImageInput *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 */
int width = spec.width;
int height = spec.height;
int components = spec.nchannels;
if(!(components == 1 || components == 3 || components == 4)) {
in->close();
delete in;
return false;
}
/* read RGBA pixels */
uchar *pixels = (uchar*)tex_img.resize(width, height);
int scanlinesize = width*components*sizeof(uchar);
in->read_image(TypeDesc::UINT8,
(uchar*)pixels + (height-1)*scanlinesize,
AutoStride,
-scanlinesize,
AutoStride);
in->close();
delete in;
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;
/* load image from file through OIIO */
ImageInput *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 */
int width = spec.width;
int height = spec.height;
int components = spec.nchannels;
if(!(components == 1 || components == 3 || components == 4)) {
in->close();
delete in;
return false;
}
/* read RGBA pixels */
float *pixels = (float*)tex_img.resize(width, height);
int scanlinesize = width*components*sizeof(float);
in->read_image(TypeDesc::FLOAT,
(uchar*)pixels + (height-1)*scanlinesize,
AutoStride,
-scanlinesize,
AutoStride);
in->close();
delete in;
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_FLOAT_START) {
img = images[slot];
is_float = false;
}
else {
img = float_images[slot - TEX_IMAGE_FLOAT_START];
is_float = true;
}
if(is_float) {
string filename = path_filename(float_images[slot - TEX_IMAGE_FLOAT_START]->filename);
progress->set_status("Updating Images", "Loading " + filename);
device_vector<float4>& tex_img = dscene->tex_float_image[slot - TEX_IMAGE_FLOAT_START];
if(tex_img.device_pointer)
device->tex_free(tex_img);
if(!file_load_float_image(img, tex_img)) {
/* on failure to load, we set a 1x1 pixels black image */
float *pixels = (float*)tex_img.resize(1, 1);
pixels[0] = 0.0f;
pixels[1] = 0.0f;
pixels[2] = 0.0f;
pixels[3] = 0.0f;
}
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)
device->tex_alloc(name.c_str(), tex_img, true, true);
}
else {
string filename = path_filename(images[slot]->filename);
progress->set_status("Updating Images", "Loading " + filename);
device_vector<uchar4>& tex_img = dscene->tex_image[slot];
if(tex_img.device_pointer)
device->tex_free(tex_img);
if(!file_load_image(img, tex_img)) {
/* on failure to load, we set a 1x1 pixels black image */
uchar *pixels = (uchar*)tex_img.resize(1, 1);
pixels[0] = 0;
pixels[1] = 0;
pixels[2] = 0;
pixels[3] = 0;
}
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)
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_FLOAT_START) {
img = images[slot];
is_float = false;
}
else {
img = float_images[slot - TEX_IMAGE_FLOAT_START];
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->tex_free(dscene->tex_float_image[slot - TEX_IMAGE_FLOAT_START]);
dscene->tex_float_image[slot - TEX_IMAGE_FLOAT_START].clear();
delete float_images[slot - TEX_IMAGE_FLOAT_START];
float_images[slot - TEX_IMAGE_FLOAT_START] = NULL;
}
else {
device->tex_free(dscene->tex_image[slot]);
dscene->tex_image[slot].clear();
delete images[slot];
images[slot] = 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);
}
else if(images[slot]->need_load) {
if(!osl_texture_system)
pool.push(function_bind(&ImageManager::device_load_image, this, device, dscene, slot, &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 + TEX_IMAGE_FLOAT_START);
}
else if(float_images[slot]->need_load) {
if(!osl_texture_system)
pool.push(function_bind(&ImageManager::device_load_image, this, device, dscene, slot + TEX_IMAGE_FLOAT_START, &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
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* 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);
for(size_t slot = 0; slot < float_images.size(); slot++)
device_free_image(device, dscene, slot + TEX_IMAGE_FLOAT_START);
device->tex_free(dscene->tex_image_packed);
dscene->tex_image_packed.clear();
device->tex_free(dscene->tex_image_packed_info);
dscene->tex_image_packed_info.clear();
images.clear();
float_images.clear();
}
CCL_NAMESPACE_END