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authorBrecht Van Lommel <brechtvanlommel@pandora.be>2012-03-07 16:27:18 +0400
committerBrecht Van Lommel <brechtvanlommel@pandora.be>2012-03-07 16:27:18 +0400
commit9fba458a7fe535e60f5c6beee9757fe25ffe2d49 (patch)
treee625eb73d3da32a01c84385e1976f81d2f8b92bd /intern/cycles/render/image.cpp
parentbdf731f03d727d3862537c59fa11477b77eb60b0 (diff)
Cycles: float texture support. Due to GPU limitations there are now 95 byte,
and 5 float image textures. For CPU render this limit will be lifted later on with image cache support. Patch by Mike Farnsworth. Also changed color space option in image/environment texture node, to show options Color and Non-Color Data, instead of sRGB and Linear, this is more descriptive, and it was not really correct to equate Non-Color Data with Linear.
Diffstat (limited to 'intern/cycles/render/image.cpp')
-rw-r--r--intern/cycles/render/image.cpp347
1 files changed, 286 insertions, 61 deletions
diff --git a/intern/cycles/render/image.cpp b/intern/cycles/render/image.cpp
index de3ab8edf48..78b8f06c7b4 100644
--- a/intern/cycles/render/image.cpp
+++ b/intern/cycles/render/image.cpp
@@ -39,9 +39,10 @@ ImageManager::ImageManager()
ImageManager::~ImageManager()
{
- for(size_t slot = 0; slot < images.size(); slot++) {
+ 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_osl_texture_system(void *texture_system)
@@ -49,39 +50,111 @@ void ImageManager::set_osl_texture_system(void *texture_system)
osl_texture_system = texture_system;
}
-int ImageManager::add_image(const string& filename)
+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;
+ if any are non-integer, we'll need a float texture slot */
+ if(spec.format == TypeDesc::HALF ||
+ spec.format == TypeDesc::FLOAT ||
+ spec.format == TypeDesc::DOUBLE) {
+ is_float = true;
+ }
+
+ for(size_t channel = 0; channel < spec.channelformats.size(); channel++) {
+ if(spec.channelformats[channel] == TypeDesc::HALF ||
+ spec.channelformats[channel] == TypeDesc::FLOAT ||
+ spec.channelformats[channel] == TypeDesc::DOUBLE) {
+ 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;
- /* find existing image */
- for(slot = 0; slot < images.size(); slot++) {
- if(images[slot] && images[slot]->filename == filename) {
- images[slot]->users++;
- return slot;
+ /* load image info and find out if we need a float texture */
+ is_float = 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_IMAGE_MAX)
- return -1;
+ /* 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);
+ }
- images.resize(images.size() + 1);
+ /* add new image */
+ img = new Image();
+ img->filename = filename;
+ img->need_load = true;
+ img->users = 1;
+
+ images[slot] = img;
}
-
- /* add new image */
- img = new Image();
- img->filename = filename;
- img->need_load = true;
- img->users = 1;
-
- images[slot] = img;
need_update = true;
return slot;
@@ -91,24 +164,40 @@ void ImageManager::remove_image(const string& filename)
{
size_t slot;
- for(slot = 0; slot < images.size(); slot++)
- if(images[slot] && images[slot]->filename == filename)
+ 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
+ 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())
- return;
+ }
+ }
- assert(images[slot]);
-
- /* 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;
+ 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
+ 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)
@@ -173,51 +262,168 @@ bool ImageManager::file_load_image(Image *img, device_vector<uchar4>& tex_img)
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)
{
if(osl_texture_system)
return;
- Image *img = images[slot];
- device_vector<uchar4>& tex_img = dscene->tex_image[slot];
+ Image *img;
+ bool is_float;
- if(tex_img.device_pointer)
- device->tex_free(tex_img);
+ 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(!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);
+ if(is_float) {
+ 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;
+ }
- pixels[0] = 0;
- pixels[1] = 0;
- pixels[2] = 0;
- pixels[3] = 0;
+ string name;
+
+ if(slot >= 10) name = string_printf("__tex_image_float_0%d", slot);
+ else name = string_printf("__tex_image_float_00%d", slot);
+
+ device->tex_alloc(name.c_str(), tex_img, true, true);
}
+ else {
+ 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);
- string name;
+ 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(slot >= 10) name = string_printf("__tex_image_0%d", slot);
+ else name = string_printf("__tex_image_00%d", slot);
- device->tex_alloc(name.c_str(), tex_img, true, true);
+ device->tex_alloc(name.c_str(), tex_img, true, true);
+ }
}
void ImageManager::device_free_image(Device *device, DeviceScene *dscene, int slot)
{
- if(images[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;
+ delete images[slot];
+ images[slot] = NULL;
+ }
}
}
@@ -242,6 +448,22 @@ void ImageManager::device_update(Device *device, DeviceScene *dscene, Progress&
}
}
+ for(size_t slot = 0; slot < float_images.size(); slot++) {
+ if(float_images[slot]) {
+ if(float_images[slot]->users == 0) {
+ device_free_image(device, dscene, slot + TEX_IMAGE_FLOAT_START);
+ }
+ else if(float_images[slot]->need_load) {
+ string name = path_filename(float_images[slot]->filename);
+ progress.set_status("Updating Images", "Loading " + name);
+ device_load_image(device, dscene, slot + TEX_IMAGE_FLOAT_START);
+ float_images[slot]->need_load = false;
+ }
+
+ if(progress.get_cancel()) return;
+ }
+ }
+
need_update = false;
}
@@ -249,8 +471,11 @@ 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);
images.clear();
+ float_images.clear();
}
CCL_NAMESPACE_END