Files
test2/intern/cycles/render/image.h
Lukas Stockner 716e138a1b Cycles: Automatically detect HDRI resolution by default and use non-square sampling map
The automatic mode checks all Enviroment Texture nodes and picks the largest image's resolution.
If there are no Enviroment Textures, it just uses the old default.

Also, the sampling map now isn't limited to square shapes. The automatic detection uses the exact image size,
the manual UI option now halves the value to get the height.

A default aspect ratio of 2:1 makes sense since this is what most HDRIs use.

Reviewers: brecht, sergey

Differential Revision: https://developer.blender.org/D3477
2018-06-14 22:07:07 +02:00

171 lines
4.8 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/device.h"
#include "device/device_memory.h"
#include "util/util_image.h"
#include "util/util_string.h"
#include "util/util_thread.h"
#include "util/util_vector.h"
CCL_NAMESPACE_BEGIN
class Device;
class Progress;
class Scene;
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;
bool is_linear;
};
class ImageManager {
public:
explicit ImageManager(const DeviceInfo& info);
~ImageManager();
int add_image(const string& filename,
void *builtin_data,
bool animated,
float frame,
InterpolationType interpolation,
ExtensionType extension,
bool use_alpha,
ImageMetaData& metadata);
void remove_image(int flat_slot);
void remove_image(const string& filename,
void *builtin_data,
InterpolationType interpolation,
ExtensionType extension,
bool use_alpha);
void tag_reload_image(const string& filename,
void *builtin_data,
InterpolationType interpolation,
ExtensionType extension,
bool use_alpha);
bool get_image_metadata(const string& filename,
void *builtin_data,
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_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);
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,
unsigned char *pixels,
const size_t pixels_size,
const bool free_cache)> builtin_image_pixels_cb;
function<bool(const string &filename,
void *data,
float *pixels,
const size_t pixels_size,
const bool free_cache)> builtin_image_float_pixels_cb;
struct Image {
string filename;
void *builtin_data;
ImageMetaData metadata;
bool use_alpha;
bool need_load;
bool animated;
float frame;
InterpolationType interpolation;
ExtensionType extension;
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,
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);
int max_flattened_slot(ImageDataType type);
int type_index_to_flattened_slot(int slot, ImageDataType type);
int flattened_slot_to_type_index(int flat_slot, ImageDataType *type);
string name_from_type(int type);
void device_load_image(Device *device,
Scene *scene,
ImageDataType type,
int slot,
Progress *progess);
void device_free_image(Device *device,
ImageDataType type,
int slot);
};
CCL_NAMESPACE_END
#endif /* __IMAGE_H__ */