blender/intern/cycles/render/image.h
Martijn Berger f01456aaa4 Optionally use c++11 stuff instead of boost in cycles where possible. We do and continue to depend on boost though
Reviewers: dingto, sergey

Reviewed By: sergey

Subscribers: #cycles

Differential Revision: https://developer.blender.org/D1185
2015-03-29 22:12:40 +02:00

118 lines
3.5 KiB
C++

/*
* 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.h"
#include "device_memory.h"
#include "util_string.h"
#include "util_thread.h"
#include "util_vector.h"
#include "kernel_types.h" /* for TEX_NUM_FLOAT_IMAGES */
CCL_NAMESPACE_BEGIN
/* generic */
#define TEX_NUM_IMAGES 94
#define TEX_IMAGE_BYTE_START TEX_NUM_FLOAT_IMAGES
/* extended gpu */
#define TEX_EXTENDED_NUM_IMAGES_GPU 145
/* extended cpu */
#define TEX_EXTENDED_NUM_FLOAT_IMAGES 1024
#define TEX_EXTENDED_NUM_IMAGES_CPU 1024
#define TEX_EXTENDED_IMAGE_BYTE_START TEX_EXTENDED_NUM_FLOAT_IMAGES
/* color to use when textures are not found */
#define TEX_IMAGE_MISSING_R 1
#define TEX_IMAGE_MISSING_G 0
#define TEX_IMAGE_MISSING_B 1
#define TEX_IMAGE_MISSING_A 1
class Device;
class DeviceScene;
class Progress;
class ImageManager {
public:
ImageManager();
~ImageManager();
int add_image(const string& filename, void *builtin_data, bool animated, float frame,
bool& is_float, bool& is_linear, InterpolationType interpolation, bool use_alpha);
void remove_image(int slot);
void remove_image(const string& filename, void *builtin_data, InterpolationType interpolation);
void tag_reload_image(const string& filename, void *builtin_data, InterpolationType interpolation);
bool is_float_image(const string& filename, void *builtin_data, bool& is_linear);
void device_update(Device *device, DeviceScene *dscene, Progress& progress);
void device_free(Device *device, DeviceScene *dscene);
void device_free_builtin(Device *device, DeviceScene *dscene);
void set_osl_texture_system(void *texture_system);
void set_pack_images(bool pack_images_);
void set_extended_image_limits(const DeviceInfo& info);
bool set_animation_frame_update(int frame);
bool need_update;
function<void(const string &filename, void *data, bool &is_float, int &width, int &height, int &depth, int &channels)> builtin_image_info_cb;
function<bool(const string &filename, void *data, unsigned char *pixels)> builtin_image_pixels_cb;
function<bool(const string &filename, void *data, float *pixels)> builtin_image_float_pixels_cb;
struct Image {
string filename;
void *builtin_data;
bool use_alpha;
bool need_load;
bool animated;
float frame;
InterpolationType interpolation;
int users;
};
private:
int tex_num_images;
int tex_num_float_images;
int tex_image_byte_start;
thread_mutex device_mutex;
int animation_frame;
vector<Image*> images;
vector<Image*> float_images;
void *osl_texture_system;
bool pack_images;
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, Progress *progess);
void device_free_image(Device *device, DeviceScene *dscene, int slot);
void device_pack_images(Device *device, DeviceScene *dscene, Progress& progess);
};
CCL_NAMESPACE_END
#endif /* __IMAGE_H__ */