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blender-archive/source/blender/nodes/intern/CMP_nodes/CMP_image.c

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/*
* $Id$
*
* ***** BEGIN GPL LICENSE BLOCK *****
*
* 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,
2010-02-12 13:34:04 +00:00
* Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
*
* The Original Code is Copyright (C) 2006 Blender Foundation.
* All rights reserved.
*
* The Original Code is: all of this file.
*
* Contributor(s): none yet.
*
* ***** END GPL LICENSE BLOCK *****
*/
2011-02-27 20:13:22 +00:00
/** \file blender/nodes/intern/CMP_nodes/CMP_image.c
* \ingroup cmpnodes
*/
#include "../CMP_util.h"
/* **************** IMAGE (and RenderResult, multilayer image) ******************** */
static bNodeSocketType cmp_node_rlayers_out[]= {
{ SOCK_RGBA, 0, "Image", 0.0f, 0.0f, 0.0f, 1.0f, 0.0f, 1.0f},
{ SOCK_VALUE, 0, "Alpha", 1.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f},
{ SOCK_VALUE, 0, "Z", 1.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f},
{ SOCK_VECTOR, 0, "Normal", 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f},
{ SOCK_VECTOR, 0, "UV", 1.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f},
{ SOCK_VECTOR, 0, "Speed", 1.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f},
{ SOCK_RGBA, 0, "Color", 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f},
{ SOCK_RGBA, 0, "Diffuse", 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f},
{ SOCK_RGBA, 0, "Specular", 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f},
{ SOCK_RGBA, 0, "Shadow", 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f},
{ SOCK_RGBA, 0, "AO", 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f},
{ SOCK_RGBA, 0, "Reflect", 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f},
{ SOCK_RGBA, 0, "Refract", 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f},
{ SOCK_RGBA, 0, "Indirect", 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f},
{ SOCK_VALUE, 0, "IndexOB", 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f},
{ SOCK_VALUE, 0, "Mist", 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f},
{ SOCK_RGBA, 0, "Emit", 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f},
{ SOCK_RGBA, 0, "Environment",0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f},
{ -1, 0, "" }
};
/* note: this function is used for multilayer too, to ensure uniform
handling with BKE_image_get_ibuf() */
static CompBuf *node_composit_get_image(RenderData *rd, Image *ima, ImageUser *iuser)
{
ImBuf *ibuf;
CompBuf *stackbuf;
int type;
float *rect;
int alloc= FALSE;
ibuf= BKE_image_get_ibuf(ima, iuser);
if(ibuf==NULL || (ibuf->rect==NULL && ibuf->rect_float==NULL)) {
return NULL;
}
if (ibuf->rect_float == NULL) {
IMB_float_from_rect(ibuf);
}
/* now we need a float buffer from the image with matching color management */
/* XXX weak code, multilayer is excluded from this */
if(ibuf->channels == 4 && ima->rr==NULL) {
if(rd->color_mgt_flag & R_COLOR_MANAGEMENT) {
if(ibuf->profile != IB_PROFILE_NONE) {
rect= ibuf->rect_float;
}
else {
rect= MEM_mapallocN(sizeof(float) * 4 * ibuf->x * ibuf->y, "node_composit_get_image");
srgb_to_linearrgb_rgba_rgba_buf(rect, ibuf->rect_float, ibuf->x * ibuf->y);
alloc= TRUE;
}
}
else {
if(ibuf->profile == IB_PROFILE_NONE) {
rect= ibuf->rect_float;
}
else {
rect= MEM_mapallocN(sizeof(float) * 4 * ibuf->x * ibuf->y, "node_composit_get_image");
linearrgb_to_srgb_rgba_rgba_buf(rect, ibuf->rect_float, ibuf->x * ibuf->y);
alloc= TRUE;
}
}
}
else {
/* non-rgba passes can't use color profiles */
rect= ibuf->rect_float;
}
/* done coercing into the correct color management */
type= ibuf->channels;
if(rd->scemode & R_COMP_CROP) {
stackbuf= get_cropped_compbuf(&rd->disprect, rect, ibuf->x, ibuf->y, type);
if(alloc)
MEM_freeN(rect);
}
else {
/* we put imbuf copy on stack, cbuf knows rect is from other ibuf when freed! */
stackbuf= alloc_compbuf(ibuf->x, ibuf->y, type, FALSE);
stackbuf->rect= rect;
stackbuf->malloc= alloc;
}
/*code to respect the premul flag of images; I'm
not sure if this is a good idea for multilayer images,
since it never worked before for them.
if (type==CB_RGBA && ima->flag & IMA_DO_PREMUL) {
//premul the image
int i;
float *pixel = stackbuf->rect;
for (i=0; i<stackbuf->x*stackbuf->y; i++, pixel += 4) {
pixel[0] *= pixel[3];
pixel[1] *= pixel[3];
pixel[2] *= pixel[3];
}
}
*/
return stackbuf;
}
static CompBuf *node_composit_get_zimage(bNode *node, RenderData *rd)
{
ImBuf *ibuf= BKE_image_get_ibuf((Image *)node->id, node->storage);
CompBuf *zbuf= NULL;
if(ibuf && ibuf->zbuf_float) {
if(rd->scemode & R_COMP_CROP) {
zbuf= get_cropped_compbuf(&rd->disprect, ibuf->zbuf_float, ibuf->x, ibuf->y, CB_VAL);
}
else {
zbuf= alloc_compbuf(ibuf->x, ibuf->y, CB_VAL, 0);
zbuf->rect= ibuf->zbuf_float;
}
}
return zbuf;
}
/* check if layer is available, returns pass buffer */
static CompBuf *compbuf_multilayer_get(RenderData *rd, RenderLayer *rl, Image *ima, ImageUser *iuser, int passtype)
{
RenderPass *rpass;
short index;
for(index=0, rpass= rl->passes.first; rpass; rpass= rpass->next, index++)
if(rpass->passtype==passtype)
break;
if(rpass) {
CompBuf *cbuf;
iuser->pass= index;
BKE_image_multilayer_index(ima->rr, iuser);
cbuf= node_composit_get_image(rd, ima, iuser);
return cbuf;
}
return NULL;
}
static void outputs_multilayer_get(RenderData *rd, RenderLayer *rl, bNodeStack **out, Image *ima, ImageUser *iuser)
{
if(out[RRES_OUT_Z]->hasoutput)
out[RRES_OUT_Z]->data= compbuf_multilayer_get(rd, rl, ima, iuser, SCE_PASS_Z);
if(out[RRES_OUT_VEC]->hasoutput)
out[RRES_OUT_VEC]->data= compbuf_multilayer_get(rd, rl, ima, iuser, SCE_PASS_VECTOR);
if(out[RRES_OUT_NORMAL]->hasoutput)
out[RRES_OUT_NORMAL]->data= compbuf_multilayer_get(rd, rl, ima, iuser, SCE_PASS_NORMAL);
if(out[RRES_OUT_UV]->hasoutput)
out[RRES_OUT_UV]->data= compbuf_multilayer_get(rd, rl, ima, iuser, SCE_PASS_UV);
if(out[RRES_OUT_RGBA]->hasoutput)
out[RRES_OUT_RGBA]->data= compbuf_multilayer_get(rd, rl, ima, iuser, SCE_PASS_RGBA);
if(out[RRES_OUT_DIFF]->hasoutput)
out[RRES_OUT_DIFF]->data= compbuf_multilayer_get(rd, rl, ima, iuser, SCE_PASS_DIFFUSE);
if(out[RRES_OUT_SPEC]->hasoutput)
out[RRES_OUT_SPEC]->data= compbuf_multilayer_get(rd, rl, ima, iuser, SCE_PASS_SPEC);
if(out[RRES_OUT_SHADOW]->hasoutput)
out[RRES_OUT_SHADOW]->data= compbuf_multilayer_get(rd, rl, ima, iuser, SCE_PASS_SHADOW);
if(out[RRES_OUT_AO]->hasoutput)
out[RRES_OUT_AO]->data= compbuf_multilayer_get(rd, rl, ima, iuser, SCE_PASS_AO);
if(out[RRES_OUT_REFLECT]->hasoutput)
out[RRES_OUT_REFLECT]->data= compbuf_multilayer_get(rd, rl, ima, iuser, SCE_PASS_REFLECT);
if(out[RRES_OUT_REFRACT]->hasoutput)
out[RRES_OUT_REFRACT]->data= compbuf_multilayer_get(rd, rl, ima, iuser, SCE_PASS_REFRACT);
if(out[RRES_OUT_INDIRECT]->hasoutput)
out[RRES_OUT_INDIRECT]->data= compbuf_multilayer_get(rd, rl, ima, iuser, SCE_PASS_INDIRECT);
if(out[RRES_OUT_INDEXOB]->hasoutput)
out[RRES_OUT_INDEXOB]->data= compbuf_multilayer_get(rd, rl, ima, iuser, SCE_PASS_INDEXOB);
if(out[RRES_OUT_MIST]->hasoutput)
out[RRES_OUT_MIST]->data= compbuf_multilayer_get(rd, rl, ima, iuser, SCE_PASS_MIST);
if(out[RRES_OUT_EMIT]->hasoutput)
out[RRES_OUT_EMIT]->data= compbuf_multilayer_get(rd, rl, ima, iuser, SCE_PASS_EMIT);
if(out[RRES_OUT_ENV]->hasoutput)
out[RRES_OUT_ENV]->data= compbuf_multilayer_get(rd, rl, ima, iuser, SCE_PASS_ENVIRONMENT);
}
static void node_composit_exec_image(void *data, bNode *node, bNodeStack **UNUSED(in), bNodeStack **out)
{
/* image assigned to output */
/* stack order input sockets: col, alpha */
if(node->id) {
RenderData *rd= data;
Image *ima= (Image *)node->id;
ImageUser *iuser= (ImageUser *)node->storage;
CompBuf *stackbuf= NULL;
/* first set the right frame number in iuser */
BKE_image_user_calc_frame(iuser, rd->cfra, 0);
/* force a load, we assume iuser index will be set OK anyway */
if(ima->type==IMA_TYPE_MULTILAYER)
BKE_image_get_ibuf(ima, iuser);
if(ima->type==IMA_TYPE_MULTILAYER && ima->rr) {
RenderLayer *rl= BLI_findlink(&ima->rr->layers, iuser->layer);
if(rl) {
out[0]->data= stackbuf= compbuf_multilayer_get(rd, rl, ima, iuser, SCE_PASS_COMBINED);
/* go over all layers */
outputs_multilayer_get(rd, rl, out, ima, iuser);
}
}
else {
stackbuf= node_composit_get_image(rd, ima, iuser);
if (stackbuf) {
/*respect image premul option*/
if (stackbuf->type==CB_RGBA && ima->flag & IMA_DO_PREMUL) {
int i;
float *pixel;
/*first duplicate stackbuf->rect, since it's just a pointer
to the source imbuf, and we don't want to change that.*/
stackbuf->rect = MEM_dupallocN(stackbuf->rect);
/* since stackbuf now has allocated memory, rather than just a pointer,
* mark it as allocated so it can be freed properly */
stackbuf->malloc=1;
/*premul the image*/
pixel = stackbuf->rect;
for (i=0; i<stackbuf->x*stackbuf->y; i++, pixel += 4) {
pixel[0] *= pixel[3];
pixel[1] *= pixel[3];
pixel[2] *= pixel[3];
}
}
/* put image on stack */
out[0]->data= stackbuf;
if(out[2]->hasoutput)
out[2]->data= node_composit_get_zimage(node, rd);
}
}
/* alpha and preview for both types */
if(stackbuf) {
if(out[1]->hasoutput)
out[1]->data= valbuf_from_rgbabuf(stackbuf, CHAN_A);
generate_preview(data, node, stackbuf);
}
}
}
static void node_composit_init_image(bNode* node)
{
ImageUser *iuser= MEM_callocN(sizeof(ImageUser), "node image user");
node->storage= iuser;
iuser->frames= 1;
iuser->sfra= 1;
iuser->fie_ima= 2;
iuser->ok= 1;
}
void register_node_type_cmp_image(ListBase *lb)
{
static bNodeType ntype;
node_type_base(&ntype, CMP_NODE_IMAGE, "Image", NODE_CLASS_INPUT, NODE_PREVIEW|NODE_OPTIONS,
NULL, cmp_node_rlayers_out);
node_type_size(&ntype, 120, 80, 300);
node_type_init(&ntype, node_composit_init_image);
node_type_storage(&ntype, "ImageUser", node_free_standard_storage, node_copy_standard_storage);
node_type_exec(&ntype, node_composit_exec_image);
nodeRegisterType(lb, &ntype);
}
/* **************** RENDER RESULT ******************** */
static CompBuf *compbuf_from_pass(RenderData *rd, RenderLayer *rl, int rectx, int recty, int passcode)
{
float *fp= RE_RenderLayerGetPass(rl, passcode);
if(fp) {
CompBuf *buf;
int buftype= CB_VEC3;
if(ELEM3(passcode, SCE_PASS_Z, SCE_PASS_INDEXOB, SCE_PASS_MIST))
buftype= CB_VAL;
else if(passcode==SCE_PASS_VECTOR)
buftype= CB_VEC4;
else if(ELEM(passcode, SCE_PASS_COMBINED, SCE_PASS_RGBA))
buftype= CB_RGBA;
if(rd->scemode & R_COMP_CROP)
buf= get_cropped_compbuf(&rd->disprect, fp, rectx, recty, buftype);
else {
buf= alloc_compbuf(rectx, recty, buftype, 0);
buf->rect= fp;
}
return buf;
}
return NULL;
}
2011-02-14 18:20:10 +00:00
static void node_composit_rlayers_out(RenderData *rd, RenderLayer *rl, bNodeStack **out, int rectx, int recty)
{
if(out[RRES_OUT_Z]->hasoutput)
out[RRES_OUT_Z]->data= compbuf_from_pass(rd, rl, rectx, recty, SCE_PASS_Z);
if(out[RRES_OUT_VEC]->hasoutput)
out[RRES_OUT_VEC]->data= compbuf_from_pass(rd, rl, rectx, recty, SCE_PASS_VECTOR);
if(out[RRES_OUT_NORMAL]->hasoutput)
out[RRES_OUT_NORMAL]->data= compbuf_from_pass(rd, rl, rectx, recty, SCE_PASS_NORMAL);
if(out[RRES_OUT_UV]->hasoutput)
out[RRES_OUT_UV]->data= compbuf_from_pass(rd, rl, rectx, recty, SCE_PASS_UV);
if(out[RRES_OUT_RGBA]->hasoutput)
out[RRES_OUT_RGBA]->data= compbuf_from_pass(rd, rl, rectx, recty, SCE_PASS_RGBA);
if(out[RRES_OUT_DIFF]->hasoutput)
out[RRES_OUT_DIFF]->data= compbuf_from_pass(rd, rl, rectx, recty, SCE_PASS_DIFFUSE);
if(out[RRES_OUT_SPEC]->hasoutput)
out[RRES_OUT_SPEC]->data= compbuf_from_pass(rd, rl, rectx, recty, SCE_PASS_SPEC);
if(out[RRES_OUT_SHADOW]->hasoutput)
out[RRES_OUT_SHADOW]->data= compbuf_from_pass(rd, rl, rectx, recty, SCE_PASS_SHADOW);
if(out[RRES_OUT_AO]->hasoutput)
out[RRES_OUT_AO]->data= compbuf_from_pass(rd, rl, rectx, recty, SCE_PASS_AO);
if(out[RRES_OUT_REFLECT]->hasoutput)
out[RRES_OUT_REFLECT]->data= compbuf_from_pass(rd, rl, rectx, recty, SCE_PASS_REFLECT);
if(out[RRES_OUT_REFRACT]->hasoutput)
out[RRES_OUT_REFRACT]->data= compbuf_from_pass(rd, rl, rectx, recty, SCE_PASS_REFRACT);
if(out[RRES_OUT_INDIRECT]->hasoutput)
out[RRES_OUT_INDIRECT]->data= compbuf_from_pass(rd, rl, rectx, recty, SCE_PASS_INDIRECT);
if(out[RRES_OUT_INDEXOB]->hasoutput)
out[RRES_OUT_INDEXOB]->data= compbuf_from_pass(rd, rl, rectx, recty, SCE_PASS_INDEXOB);
if(out[RRES_OUT_MIST]->hasoutput)
out[RRES_OUT_MIST]->data= compbuf_from_pass(rd, rl, rectx, recty, SCE_PASS_MIST);
if(out[RRES_OUT_EMIT]->hasoutput)
out[RRES_OUT_EMIT]->data= compbuf_from_pass(rd, rl, rectx, recty, SCE_PASS_EMIT);
if(out[RRES_OUT_ENV]->hasoutput)
out[RRES_OUT_ENV]->data= compbuf_from_pass(rd, rl, rectx, recty, SCE_PASS_ENVIRONMENT);
}
static void node_composit_exec_rlayers(void *data, bNode *node, bNodeStack **UNUSED(in), bNodeStack **out)
{
Scene *sce= (Scene *)node->id;
Render *re= (sce)? RE_GetRender(sce->id.name): NULL;
RenderData *rd= data;
RenderResult *rr= NULL;
Render & Compositing Thread Fixes * Rendering twice or more could crash layer/pass buttons. * Compositing would crash while drawing the image. * Rendering animations could also crash drawing the image. * Compositing could crash * Starting to rendering while preview render / compo was still running could crash. * Exiting while rendering an animation would not abort the renderer properly, making Blender seemingly freeze. * Fixes theoretically possible issue with setting malloc lock with nested threads. * Drawing previews inside nodes could crash when those nodes were being rendered at the same time. There's more crashes, manipulating the scene data or undo can still crash, this commit only focuses on making sure the image buffer and render result access is thread safe. Implementation: * Rather than assuming the render result does not get freed during render, which seems to be quite difficult to do given that e.g. the compositor is allowed to change the size of the buffer or output different passes, the render result is now protected with a read/write mutex. * The read/write mutex allows multiple readers (and pixel writers) at the same time, but only allows one writer to manipulate the data structure. * Added BKE_image_acquire_ibuf/BKE_image_release_ibuf to access images being rendered, cases where this is not needed (most code) can still use BKE_image_get_ibuf. * The job manager now allows only one rendering job at the same time, rather than the G.rendering check which was not reliable.
2009-09-30 18:18:32 +00:00
if(re)
rr= RE_AcquireResultRead(re);
if(rr) {
SceneRenderLayer *srl= BLI_findlink(&sce->r.layers, node->custom1);
if(srl) {
RenderLayer *rl= RE_GetRenderLayer(rr, srl->name);
if(rl && rl->rectf) {
CompBuf *stackbuf;
/* we put render rect on stack, cbuf knows rect is from other ibuf when freed! */
if(rd->scemode & R_COMP_CROP)
stackbuf= get_cropped_compbuf(&rd->disprect, rl->rectf, rr->rectx, rr->recty, CB_RGBA);
else {
stackbuf= alloc_compbuf(rr->rectx, rr->recty, CB_RGBA, 0);
stackbuf->rect= rl->rectf;
}
if(stackbuf==NULL) {
printf("Error; Preview Panel in UV Window returns zero sized image\n");
}
else {
stackbuf->xof= rr->xof;
stackbuf->yof= rr->yof;
/* put on stack */
out[RRES_OUT_IMAGE]->data= stackbuf;
if(out[RRES_OUT_ALPHA]->hasoutput)
out[RRES_OUT_ALPHA]->data= valbuf_from_rgbabuf(stackbuf, CHAN_A);
node_composit_rlayers_out(rd, rl, out, rr->rectx, rr->recty);
generate_preview(data, node, stackbuf);
}
}
}
Render & Compositing Thread Fixes * Rendering twice or more could crash layer/pass buttons. * Compositing would crash while drawing the image. * Rendering animations could also crash drawing the image. * Compositing could crash * Starting to rendering while preview render / compo was still running could crash. * Exiting while rendering an animation would not abort the renderer properly, making Blender seemingly freeze. * Fixes theoretically possible issue with setting malloc lock with nested threads. * Drawing previews inside nodes could crash when those nodes were being rendered at the same time. There's more crashes, manipulating the scene data or undo can still crash, this commit only focuses on making sure the image buffer and render result access is thread safe. Implementation: * Rather than assuming the render result does not get freed during render, which seems to be quite difficult to do given that e.g. the compositor is allowed to change the size of the buffer or output different passes, the render result is now protected with a read/write mutex. * The read/write mutex allows multiple readers (and pixel writers) at the same time, but only allows one writer to manipulate the data structure. * Added BKE_image_acquire_ibuf/BKE_image_release_ibuf to access images being rendered, cases where this is not needed (most code) can still use BKE_image_get_ibuf. * The job manager now allows only one rendering job at the same time, rather than the G.rendering check which was not reliable.
2009-09-30 18:18:32 +00:00
}
if(re)
RE_ReleaseResult(re);
}
void register_node_type_cmp_rlayers(ListBase *lb)
{
static bNodeType ntype;
node_type_base(&ntype, CMP_NODE_R_LAYERS, "Render Layers", NODE_CLASS_INPUT, NODE_PREVIEW|NODE_OPTIONS,
NULL, cmp_node_rlayers_out);
node_type_size(&ntype, 150, 100, 300);
node_type_exec(&ntype, node_composit_exec_rlayers);
nodeRegisterType(lb, &ntype);
}