forked from bartvdbraak/blender
491 lines
11 KiB
C++
491 lines
11 KiB
C++
/*
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* Copyright 2011, Blender Foundation.
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*
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* This program is free software; you can redistribute it and/or
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* modify it under the terms of the GNU General Public License
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* as published by the Free Software Foundation; either version 2
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* of the License, or (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, write to the Free Software Foundation,
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* Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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*/
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#include "device.h"
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#include "image.h"
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#include "scene.h"
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#include "util_foreach.h"
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#include "util_image.h"
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#include "util_path.h"
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#include "util_progress.h"
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#ifdef WITH_OSL
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#include <OSL/oslexec.h>
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#endif
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CCL_NAMESPACE_BEGIN
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ImageManager::ImageManager()
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{
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need_update = true;
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osl_texture_system = NULL;
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}
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ImageManager::~ImageManager()
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{
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for(size_t slot = 0; slot < images.size(); slot++)
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assert(!images[slot]);
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for(size_t slot = 0; slot < float_images.size(); slot++)
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assert(!float_images[slot]);
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}
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void ImageManager::set_osl_texture_system(void *texture_system)
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{
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osl_texture_system = texture_system;
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}
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static bool is_float_image(const string& filename)
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{
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ImageInput *in = ImageInput::create(filename);
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bool is_float = false;
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if(in) {
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ImageSpec spec;
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if(in->open(filename, spec)) {
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/* check the main format, and channel formats;
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if any are non-integer, we'll need a float texture slot */
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if(spec.format == TypeDesc::HALF ||
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spec.format == TypeDesc::FLOAT ||
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spec.format == TypeDesc::DOUBLE) {
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is_float = true;
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}
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for(size_t channel = 0; channel < spec.channelformats.size(); channel++) {
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if(spec.channelformats[channel] == TypeDesc::HALF ||
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spec.channelformats[channel] == TypeDesc::FLOAT ||
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spec.channelformats[channel] == TypeDesc::DOUBLE) {
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is_float = true;
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}
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}
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in->close();
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}
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delete in;
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}
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return is_float;
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}
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int ImageManager::add_image(const string& filename, bool& is_float)
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{
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Image *img;
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size_t slot;
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/* load image info and find out if we need a float texture */
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is_float = is_float_image(filename);
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if(is_float) {
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/* find existing image */
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for(slot = 0; slot < float_images.size(); slot++) {
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if(float_images[slot] && float_images[slot]->filename == filename) {
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float_images[slot]->users++;
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return slot+TEX_IMAGE_FLOAT_START;
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}
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}
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/* find free slot */
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for(slot = 0; slot < float_images.size(); slot++) {
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if(!float_images[slot])
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break;
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}
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if(slot == float_images.size()) {
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/* max images limit reached */
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if(float_images.size() == TEX_NUM_FLOAT_IMAGES)
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return -1;
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float_images.resize(float_images.size() + 1);
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}
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/* add new image */
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img = new Image();
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img->filename = filename;
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img->need_load = true;
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img->users = 1;
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float_images[slot] = img;
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/* report slot out of total set of textures */
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slot += TEX_IMAGE_FLOAT_START;
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}
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else {
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for(slot = 0; slot < images.size(); slot++) {
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if(images[slot] && images[slot]->filename == filename) {
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images[slot]->users++;
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return slot;
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}
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}
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/* find free slot */
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for(slot = 0; slot < images.size(); slot++) {
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if(!images[slot])
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break;
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}
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if(slot == images.size()) {
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/* max images limit reached */
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if(images.size() == TEX_NUM_IMAGES)
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return -1;
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images.resize(images.size() + 1);
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}
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/* add new image */
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img = new Image();
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img->filename = filename;
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img->need_load = true;
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img->users = 1;
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images[slot] = img;
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}
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need_update = true;
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return slot;
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}
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void ImageManager::remove_image(const string& filename)
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{
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size_t slot;
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for(slot = 0; slot < images.size(); slot++) {
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if(images[slot] && images[slot]->filename == filename) {
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/* decrement user count */
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images[slot]->users--;
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assert(images[slot]->users >= 0);
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/* 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
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that use them, but we do not want to reload the image all the time. */
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if(images[slot]->users == 0)
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need_update = true;
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break;
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}
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}
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if(slot == images.size()) {
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/* see if it's in a float texture slot */
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for(slot = 0; slot < float_images.size(); slot++) {
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if(float_images[slot] && float_images[slot]->filename == filename) {
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/* decrement user count */
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float_images[slot]->users--;
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assert(float_images[slot]->users >= 0);
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/* 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
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that use them, but we do not want to reload the image all the time. */
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if(float_images[slot]->users == 0)
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need_update = true;
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break;
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}
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}
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}
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}
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bool ImageManager::file_load_image(Image *img, device_vector<uchar4>& tex_img)
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{
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if(img->filename == "")
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return false;
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/* load image from file through OIIO */
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ImageInput *in = ImageInput::create(img->filename);
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if(!in)
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return false;
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ImageSpec spec;
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if(!in->open(img->filename, spec)) {
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delete in;
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return false;
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}
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/* we only handle certain number of components */
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int width = spec.width;
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int height = spec.height;
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int components = spec.nchannels;
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if(!(components == 1 || components == 3 || components == 4)) {
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in->close();
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delete in;
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return false;
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}
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/* read RGBA pixels */
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uchar *pixels = (uchar*)tex_img.resize(width, height);
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int scanlinesize = width*components*sizeof(uchar);
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in->read_image(TypeDesc::UINT8,
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(uchar*)pixels + (height-1)*scanlinesize,
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AutoStride,
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-scanlinesize,
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AutoStride);
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in->close();
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delete in;
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if(components == 3) {
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for(int i = width*height-1; i >= 0; i--) {
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pixels[i*4+3] = 255;
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pixels[i*4+2] = pixels[i*3+2];
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pixels[i*4+1] = pixels[i*3+1];
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pixels[i*4+0] = pixels[i*3+0];
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}
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}
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else if(components == 1) {
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for(int i = width*height-1; i >= 0; i--) {
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pixels[i*4+3] = 255;
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pixels[i*4+2] = pixels[i];
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pixels[i*4+1] = pixels[i];
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pixels[i*4+0] = pixels[i];
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}
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}
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return true;
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}
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bool ImageManager::file_load_float_image(Image *img, device_vector<float4>& tex_img)
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{
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if(img->filename == "")
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return false;
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/* load image from file through OIIO */
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ImageInput *in = ImageInput::create(img->filename);
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if(!in)
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return false;
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ImageSpec spec;
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if(!in->open(img->filename, spec)) {
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delete in;
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return false;
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}
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/* we only handle certain number of components */
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int width = spec.width;
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int height = spec.height;
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int components = spec.nchannels;
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if(!(components == 1 || components == 3 || components == 4)) {
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in->close();
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delete in;
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return false;
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}
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/* read RGBA pixels */
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float *pixels = (float*)tex_img.resize(width, height);
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int scanlinesize = width*components*sizeof(float);
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in->read_image(TypeDesc::FLOAT,
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(uchar*)pixels + (height-1)*scanlinesize,
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AutoStride,
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-scanlinesize,
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AutoStride);
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in->close();
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delete in;
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if(components == 3) {
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for(int i = width*height-1; i >= 0; i--) {
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pixels[i*4+3] = 1.0f;
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pixels[i*4+2] = pixels[i*3+2];
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pixels[i*4+1] = pixels[i*3+1];
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pixels[i*4+0] = pixels[i*3+0];
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}
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}
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else if(components == 1) {
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for(int i = width*height-1; i >= 0; i--) {
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pixels[i*4+3] = 1.0f;
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pixels[i*4+2] = pixels[i];
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pixels[i*4+1] = pixels[i];
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pixels[i*4+0] = pixels[i];
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}
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}
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return true;
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}
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void ImageManager::device_load_image(Device *device, DeviceScene *dscene, int slot, Progress *progress)
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{
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if(progress->get_cancel())
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return;
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if(osl_texture_system)
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return;
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Image *img;
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bool is_float;
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if(slot < TEX_IMAGE_FLOAT_START) {
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img = images[slot];
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is_float = false;
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}
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else {
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img = float_images[slot - TEX_IMAGE_FLOAT_START];
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is_float = true;
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}
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if(is_float) {
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string filename = path_filename(float_images[slot - TEX_IMAGE_FLOAT_START]->filename);
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progress->set_status("Updating Images", "Loading " + filename);
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device_vector<float4>& tex_img = dscene->tex_float_image[slot - TEX_IMAGE_FLOAT_START];
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if(tex_img.device_pointer)
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device->tex_free(tex_img);
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if(!file_load_float_image(img, tex_img)) {
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/* on failure to load, we set a 1x1 pixels black image */
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float *pixels = (float*)tex_img.resize(1, 1);
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pixels[0] = 0.0f;
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pixels[1] = 0.0f;
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pixels[2] = 0.0f;
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pixels[3] = 0.0f;
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}
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string name;
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if(slot >= 10) name = string_printf("__tex_image_float_0%d", slot);
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else name = string_printf("__tex_image_float_00%d", slot);
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device->tex_alloc(name.c_str(), tex_img, true, true);
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}
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else {
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string filename = path_filename(images[slot]->filename);
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progress->set_status("Updating Images", "Loading " + filename);
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device_vector<uchar4>& tex_img = dscene->tex_image[slot];
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if(tex_img.device_pointer)
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device->tex_free(tex_img);
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if(!file_load_image(img, tex_img)) {
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/* on failure to load, we set a 1x1 pixels black image */
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uchar *pixels = (uchar*)tex_img.resize(1, 1);
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pixels[0] = 0;
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pixels[1] = 0;
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pixels[2] = 0;
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pixels[3] = 0;
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}
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string name;
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if(slot >= 10) name = string_printf("__tex_image_0%d", slot);
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else name = string_printf("__tex_image_00%d", slot);
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device->tex_alloc(name.c_str(), tex_img, true, true);
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}
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img->need_load = false;
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}
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void ImageManager::device_free_image(Device *device, DeviceScene *dscene, int slot)
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{
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Image *img;
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bool is_float;
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if(slot < TEX_IMAGE_FLOAT_START) {
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img = images[slot];
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is_float = false;
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}
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else {
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img = float_images[slot - TEX_IMAGE_FLOAT_START];
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is_float = true;
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}
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if(img) {
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if(osl_texture_system) {
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#ifdef WITH_OSL
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ustring filename(images[slot]->filename);
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((OSL::TextureSystem*)osl_texture_system)->invalidate(filename);
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#endif
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}
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else if(is_float) {
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device->tex_free(dscene->tex_float_image[slot - TEX_IMAGE_FLOAT_START]);
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dscene->tex_float_image[slot - TEX_IMAGE_FLOAT_START].clear();
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delete float_images[slot - TEX_IMAGE_FLOAT_START];
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float_images[slot - TEX_IMAGE_FLOAT_START] = NULL;
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}
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else {
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device->tex_free(dscene->tex_image[slot]);
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dscene->tex_image[slot].clear();
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delete images[slot];
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images[slot] = NULL;
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}
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}
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}
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void ImageManager::device_update(Device *device, DeviceScene *dscene, Progress& progress)
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{
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if(!need_update)
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return;
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TaskPool pool;
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for(size_t slot = 0; slot < images.size(); slot++) {
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if(!images[slot])
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continue;
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if(images[slot]->users == 0) {
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device_free_image(device, dscene, slot);
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}
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else if(images[slot]->need_load) {
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if(!osl_texture_system)
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pool.push(function_bind(&ImageManager::device_load_image, this, device, dscene, slot, &progress));
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}
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}
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for(size_t slot = 0; slot < float_images.size(); slot++) {
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if(!float_images[slot])
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continue;
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if(float_images[slot]->users == 0) {
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device_free_image(device, dscene, slot + TEX_IMAGE_FLOAT_START);
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}
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else if(float_images[slot]->need_load) {
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if(!osl_texture_system)
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pool.push(function_bind(&ImageManager::device_load_image, this, device, dscene, slot + TEX_IMAGE_FLOAT_START, &progress));
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}
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}
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pool.wait_work();
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need_update = false;
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}
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void ImageManager::device_free(Device *device, DeviceScene *dscene)
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{
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for(size_t slot = 0; slot < images.size(); slot++)
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device_free_image(device, dscene, slot);
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for(size_t slot = 0; slot < float_images.size(); slot++)
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device_free_image(device, dscene, slot + TEX_IMAGE_FLOAT_START);
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images.clear();
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float_images.clear();
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}
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CCL_NAMESPACE_END
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