Cycles render engine, initial commit. This is the engine itself, blender modifications and build instructions will follow later.
Cycles uses code from some great open source projects, many thanks them: * BVH building and traversal code from NVidia's "Understanding the Efficiency of Ray Traversal on GPUs": http://code.google.com/p/understanding-the-efficiency-of-ray-traversal-on-gpus/ * Open Shading Language for a large part of the shading system: http://code.google.com/p/openshadinglanguage/ * Blender for procedural textures and a few other nodes. * Approximate Catmull Clark subdivision from NVidia Mesh tools: http://code.google.com/p/nvidia-mesh-tools/ * Sobol direction vectors from: http://web.maths.unsw.edu.au/~fkuo/sobol/ * Film response functions from: http://www.cs.columbia.edu/CAVE/software/softlib/dorf.php
This commit is contained in:
227
intern/cycles/render/image.cpp
Normal file
227
intern/cycles/render/image.cpp
Normal file
@@ -0,0 +1,227 @@
|
||||
/*
|
||||
* 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"
|
||||
|
||||
CCL_NAMESPACE_BEGIN
|
||||
|
||||
ImageManager::ImageManager()
|
||||
{
|
||||
need_update = true;
|
||||
}
|
||||
|
||||
ImageManager::~ImageManager()
|
||||
{
|
||||
for(size_t slot = 0; slot < images.size(); slot++) {
|
||||
assert(!images[slot]);
|
||||
}
|
||||
}
|
||||
|
||||
int ImageManager::add_image(const string& filename)
|
||||
{
|
||||
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;
|
||||
}
|
||||
}
|
||||
|
||||
/* 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;
|
||||
|
||||
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(int slot)
|
||||
{
|
||||
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;
|
||||
|
||||
/* todo: remove OSL image from cache */
|
||||
}
|
||||
|
||||
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)) {
|
||||
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();
|
||||
|
||||
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;
|
||||
}
|
||||
|
||||
void ImageManager::device_load_image(Device *device, DeviceScene *dscene, int slot)
|
||||
{
|
||||
Image *img = images[slot];
|
||||
device_vector<uchar4>& tex_img = dscene->tex_image[slot];
|
||||
|
||||
img->need_load = false;
|
||||
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);
|
||||
|
||||
device->tex_alloc(name.c_str(), tex_img, true, true);
|
||||
}
|
||||
|
||||
void ImageManager::device_free_image(Device *device, DeviceScene *dscene, int slot)
|
||||
{
|
||||
if(images[slot]) {
|
||||
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;
|
||||
|
||||
for(size_t slot = 0; slot < images.size(); slot++) {
|
||||
if(images[slot]) {
|
||||
if(images[slot]->users == 0) {
|
||||
device_free_image(device, dscene, slot);
|
||||
}
|
||||
else if(images[slot]->need_load) {
|
||||
string name = path_filename(images[slot]->filename);
|
||||
progress.set_status("Updating Images", "Loading " + name);
|
||||
device_load_image(device, dscene, slot);
|
||||
}
|
||||
|
||||
if(progress.get_cancel()) return;
|
||||
}
|
||||
}
|
||||
|
||||
need_update = false;
|
||||
}
|
||||
|
||||
void ImageManager::device_free(Device *device, DeviceScene *dscene)
|
||||
{
|
||||
for(size_t slot = 0; slot < images.size(); slot++)
|
||||
device_free_image(device, dscene, slot);
|
||||
|
||||
images.clear();
|
||||
}
|
||||
|
||||
CCL_NAMESPACE_END
|
||||
|
Reference in New Issue
Block a user