blender/intern/cycles/render/image.h

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/*
* 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.h"
#include "device/device_memory.h"
#include "render/colorspace.h"
#include "util/util_image.h"
#include "util/util_string.h"
#include "util/util_thread.h"
#include "util/util_unique_ptr.h"
#include "util/util_vector.h"
CCL_NAMESPACE_BEGIN
class Device;
class Progress;
class RenderStats;
class Scene;
class ColorSpaceProcessor;
class ImageMetaData {
public:
/* Must be set by image file or builtin callback. */
bool is_float, is_half;
int channels;
size_t width, height, depth;
bool builtin_free_cache;
/* Automatically set. */
ImageDataType type;
ustring colorspace;
bool compress_as_srgb;
ImageMetaData()
: is_float(false),
is_half(false),
channels(0),
width(0),
height(0),
depth(0),
builtin_free_cache(false),
type((ImageDataType)0),
colorspace(u_colorspace_raw),
compress_as_srgb(false)
{
}
bool operator==(const ImageMetaData &other) const
{
return is_float == other.is_float && is_half == other.is_half && channels == other.channels &&
width == other.width && height == other.height && depth == other.depth &&
type == other.type && colorspace == other.colorspace &&
compress_as_srgb == other.compress_as_srgb;
}
};
class ImageKey {
public:
string filename;
void *builtin_data;
bool animated;
InterpolationType interpolation;
ExtensionType extension;
ImageAlphaType alpha_type;
ustring colorspace;
ImageKey()
: builtin_data(NULL),
animated(false),
interpolation(INTERPOLATION_LINEAR),
extension(EXTENSION_CLIP),
alpha_type(IMAGE_ALPHA_AUTO),
colorspace(u_colorspace_raw)
{
}
bool operator==(const ImageKey &other) const
{
return (filename == other.filename && builtin_data == other.builtin_data &&
animated == other.animated && interpolation == other.interpolation &&
extension == other.extension && alpha_type == other.alpha_type &&
colorspace == other.colorspace);
}
};
class ImageManager {
public:
explicit ImageManager(const DeviceInfo &info);
~ImageManager();
int add_image(const ImageKey &key, float frame, ImageMetaData &metadata);
void add_image_user(int flat_slot);
void remove_image(int flat_slot);
void remove_image(const ImageKey &key);
void tag_reload_image(const ImageKey &key);
bool get_image_metadata(const ImageKey &key, ImageMetaData &metadata);
bool get_image_metadata(int flat_slot, ImageMetaData &metadata);
void device_update(Device *device, Scene *scene, Progress &progress);
void device_update_slot(Device *device, Scene *scene, int flat_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);
device_memory *image_memory(int flat_slot);
void collect_statistics(RenderStats *stats);
bool need_update;
/* NOTE: Here pixels_size is a size of storage, which equals to
* width * height * depth.
* Use this to avoid some nasty memory corruptions.
*/
function<void(const string &filename, void *data, ImageMetaData &metadata)>
builtin_image_info_cb;
function<bool(const string &filename,
void *data,
Add support for tiled images and the UDIM naming scheme This patch contains the work that I did during my week at the Code Quest - adding support for tiled images to Blender. With this patch, images now contain a list of tiles. By default, this just contains one tile, but if the source type is set to Tiled, the user can add additional tiles. When acquiring an ImBuf, the tile to be loaded is specified in the ImageUser. Therefore, code that is not yet aware of tiles will just access the default tile as usual. The filenames of the additional tiles are derived from the original filename according to the UDIM naming scheme - the filename contains an index that is calculated as (1001 + 10*<y coordinate of the tile> + <x coordinate of the tile>), where the x coordinate never goes above 9. Internally, the various tiles are stored in a cache just like sequences. When acquired for the first time, the code will try to load the corresponding file from disk. Alternatively, a new operator can be used to initialize the tile similar to the New Image operator. The following features are supported so far: - Automatic detection and loading of all tiles when opening the first tile (1001) - Saving all tiles - Adding and removing tiles - Filling tiles with generated images - Drawing all tiles in the Image Editor - Viewing a tiled grid even if no image is selected - Rendering tiled images in Eevee - Rendering tiled images in Cycles (in SVM mode) - Automatically skipping loading of unused tiles in Cycles - 2D texture painting (also across tiles) - 3D texture painting (also across tiles, only limitation: individual faces can not cross tile borders) - Assigning custom labels to individual tiles (drawn in the Image Editor instead of the ID) - Different resolutions between tiles There still are some missing features that will be added later (see T72390): - Workbench engine support - Packing/Unpacking support - Baking support - Cycles OSL support - many other Blender features that rely on images Thanks to Brecht for the review and to all who tested the intermediate versions! Differential Revision: https://developer.blender.org/D3509
2019-12-12 15:06:08 +00:00
int tile,
unsigned char *pixels,
const size_t pixels_size,
const bool associate_alpha,
const bool free_cache)>
builtin_image_pixels_cb;
function<bool(const string &filename,
void *data,
Add support for tiled images and the UDIM naming scheme This patch contains the work that I did during my week at the Code Quest - adding support for tiled images to Blender. With this patch, images now contain a list of tiles. By default, this just contains one tile, but if the source type is set to Tiled, the user can add additional tiles. When acquiring an ImBuf, the tile to be loaded is specified in the ImageUser. Therefore, code that is not yet aware of tiles will just access the default tile as usual. The filenames of the additional tiles are derived from the original filename according to the UDIM naming scheme - the filename contains an index that is calculated as (1001 + 10*<y coordinate of the tile> + <x coordinate of the tile>), where the x coordinate never goes above 9. Internally, the various tiles are stored in a cache just like sequences. When acquired for the first time, the code will try to load the corresponding file from disk. Alternatively, a new operator can be used to initialize the tile similar to the New Image operator. The following features are supported so far: - Automatic detection and loading of all tiles when opening the first tile (1001) - Saving all tiles - Adding and removing tiles - Filling tiles with generated images - Drawing all tiles in the Image Editor - Viewing a tiled grid even if no image is selected - Rendering tiled images in Eevee - Rendering tiled images in Cycles (in SVM mode) - Automatically skipping loading of unused tiles in Cycles - 2D texture painting (also across tiles) - 3D texture painting (also across tiles, only limitation: individual faces can not cross tile borders) - Assigning custom labels to individual tiles (drawn in the Image Editor instead of the ID) - Different resolutions between tiles There still are some missing features that will be added later (see T72390): - Workbench engine support - Packing/Unpacking support - Baking support - Cycles OSL support - many other Blender features that rely on images Thanks to Brecht for the review and to all who tested the intermediate versions! Differential Revision: https://developer.blender.org/D3509
2019-12-12 15:06:08 +00:00
int tile,
float *pixels,
const size_t pixels_size,
const bool associate_alpha,
const bool free_cache)>
builtin_image_float_pixels_cb;
struct Image {
ImageKey key;
ImageMetaData metadata;
float frame;
bool need_load;
string mem_name;
device_memory *mem;
int users;
};
private:
int tex_num_images[IMAGE_DATA_NUM_TYPES];
int max_num_images;
bool has_half_images;
thread_mutex device_mutex;
int animation_frame;
vector<Image *> images[IMAGE_DATA_NUM_TYPES];
void *osl_texture_system;
bool file_load_image_generic(Image *img, unique_ptr<ImageInput> *in);
template<TypeDesc::BASETYPE FileFormat, typename StorageType, typename DeviceType>
bool file_load_image(Image *img,
ImageDataType type,
int texture_limit,
device_vector<DeviceType> &tex_img);
void metadata_detect_colorspace(ImageMetaData &metadata, const char *file_format);
void device_load_image(
Device *device, Scene *scene, ImageDataType type, int slot, Progress *progress);
void device_free_image(Device *device, ImageDataType type, int slot);
};
CCL_NAMESPACE_END
#endif /* __IMAGE_H__ */