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/*
* ***** BEGIN GPL LICENSE BLOCK *****
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*
* 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.
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*
* 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,
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* Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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*
* The Original Code is Copyright (C) 2001-2002 by NaN Holding BV.
* All rights reserved.
*
* The Original Code is: all of this file.
*
* Contributor(s): none yet.
*
* ***** END GPL LICENSE BLOCK *****
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*/
#ifndef __BKE_IMAGE_H__
#define __BKE_IMAGE_H__
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/** \file BKE_image.h
* \ingroup bke
* \since March 2001
* \author nzc
*/
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#ifdef __cplusplus
extern "C" {
#endif
struct Image;
struct ImBuf;
struct Tex;
struct anim;
struct Scene;
struct Object;
struct ImageFormatData;
struct Main;
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/* call from library */
void BKE_image_free(struct Image *me);
void BKE_imbuf_stamp_info(struct Scene *scene, struct Object *camera, struct ImBuf *ibuf);
void BKE_stamp_buf(struct Scene *scene, struct Object *camera, unsigned char *rect, float *rectf, int width, int height, int channels);
int BKE_imbuf_alpha_test(struct ImBuf *ibuf);
int BKE_imbuf_write_stamp(struct Scene *scene, struct Object *camera, struct ImBuf *ibuf, const char *name, struct ImageFormatData *imf);
int BKE_imbuf_write(struct ImBuf *ibuf, const char *name, struct ImageFormatData *imf);
int BKE_imbuf_write_as(struct ImBuf *ibuf, const char *name, struct ImageFormatData *imf, const short is_copy);
void BKE_makepicstring(char *string, const char *base, const char *relbase, int frame, const char imtype, const short use_ext, const short use_frames);
int BKE_add_image_extension(char *string, const char imtype);
char BKE_ftype_to_imtype(const int ftype);
int BKE_imtype_to_ftype(const char imtype);
int BKE_imtype_is_movie(const char imtype);
int BKE_imtype_supports_zbuf(const char imtype);
int BKE_imtype_supports_compress(const char imtype);
int BKE_imtype_supports_quality(const char imtype);
char BKE_imtype_valid_channels(const char imtype);
char BKE_imtype_valid_depths(const char imtype);
3D view orbit option: Around Active This fixes the active object in place when orbiting the view. Choppy 15fps demo can be seen there: http://www.elysiun.com/~theeth/bf/around_active.html Image Memory Grabage Collection This adds memory handling to the image code. An image is tagged each time it is used. During a collection cycle (frequency of cycles is user defined), if an image is older than a user defined limit, its buffer gets deallocated. This also applies to gl memory buffers. Images that are loading in GL memory needs to go through two time outs before being fully deallocated: the first time out deallocated the gl memorry, the second the buffer in ram. Notes: Image buffer loaded from python gets tagged as permanent upon load. That tag is removed when python stops using the image. I might have missed some tagging spots, especially in the rendering pipeline. Someone with more knowledge about this code should check to be careful. Tagging is done on every access, for rendering, this will probably be a performance hit. A scheme should be developped to only tag when the rendering is completed. Collecting is called in draw_object, most likely not the best place to do it. Safe from undo, since using undo deallocates memory anyway (like when loading a blend file with one currently opened) Userpref DNA changes: I've changed a couple of flagging variables from short to int. Some because they needed more space, others to keep SDNA happy. Info window changes: I've grouped a couple of buttons in aligned blocks and changed the color of mutually exclusive options to make them clearer. Matt didn't do any changes on that in tuhopuu, so hopefully I'm not stepping on anyone's feet with this. Also changed double constants into floats with f in a couple of places (mostly space.c) to make compiler happier.
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char BKE_imtype_from_arg(const char *arg);
void BKE_imformat_defaults(struct ImageFormatData *im_format);
void BKE_imbuf_to_image_format(struct ImageFormatData *im_format, const struct ImBuf *imbuf);
struct anim *openanim(const char *name, int flags, int streamindex);
void BKE_image_de_interlace(struct Image *ima, int odd);
void BKE_image_make_local(struct Image *ima);
void BKE_image_tag_time(struct Image *ima);
void free_old_images(void);
/* ********************************** NEW IMAGE API *********************** */
/* ImageUser is in Texture, in Nodes, Background Image, Image Window, .... */
/* should be used in conjunction with an ID * to Image. */
struct ImageUser;
struct RenderPass;
struct RenderResult;
/* ima->source; where image comes from */
#define IMA_SRC_CHECK 0
#define IMA_SRC_FILE 1
#define IMA_SRC_SEQUENCE 2
#define IMA_SRC_MOVIE 3
#define IMA_SRC_GENERATED 4
#define IMA_SRC_VIEWER 5
/* ima->type, how to handle/generate it */
#define IMA_TYPE_IMAGE 0
#define IMA_TYPE_MULTILAYER 1
/* generated */
#define IMA_TYPE_UV_TEST 2
/* viewers */
#define IMA_TYPE_R_RESULT 4
#define IMA_TYPE_COMPOSITE 5
enum {
IMA_GENTYPE_BLANK = 0,
IMA_GENTYPE_GRID = 1,
IMA_GENTYPE_GRID_COLOR = 2
};
/* ima->ok */
#define IMA_OK 1
#define IMA_OK_LOADED 2
/* signals */
/* reload only frees, doesn't read until image_get_ibuf() called */
#define IMA_SIGNAL_RELOAD 0
#define IMA_SIGNAL_FREE 1
/* source changes, from image to sequence or movie, etc */
#define IMA_SIGNAL_SRC_CHANGE 5
/* image-user gets a new image, check settings */
#define IMA_SIGNAL_USER_NEW_IMAGE 6
#define IMA_CHAN_FLAG_BW 1
#define IMA_CHAN_FLAG_RGB 2
#define IMA_CHAN_FLAG_ALPHA 4
/* depending Image type, and (optional) ImageUser setting it returns ibuf */
/* always call to make signals work */
struct ImBuf *BKE_image_get_ibuf(struct Image *ima, struct ImageUser *iuser);
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.
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/* same as above, but can be used to retrieve images being rendered in
* a thread safe way, always call both acquire and release */
struct ImBuf *BKE_image_acquire_ibuf(struct Image *ima, struct ImageUser *iuser, void **lock_r);
void BKE_image_release_ibuf(struct Image *ima, void *lock);
/* returns a new image or NULL if it can't load */
struct Image *BKE_image_load(const char *filepath);
/* returns existing Image when filename/type is same (frame optional) */
struct Image *BKE_image_load_exists(const char *filepath);
/* adds image, adds ibuf, generates color or pattern */
struct Image *BKE_image_add_generated(unsigned int width, unsigned int height, const char *name, int depth, int floatbuf, short uvtestgrid, float color[4]);
/* adds image from imbuf, owns imbuf */
struct Image *BKE_image_add_from_imbuf(struct ImBuf *ibuf);
/* for reload, refresh, pack */
void BKE_image_signal(struct Image *ima, struct ImageUser *iuser, int signal);
void BKE_image_walk_all_users(const struct Main *mainp, void *customdata,
void callback(struct Image *ima, struct ImageUser *iuser, void *customdata));
/* ensures an Image exists for viewing nodes or render */
struct Image *BKE_image_verify_viewer(int type, const char *name);
/* force an ImBuf to become part of Image */
void BKE_image_assign_ibuf(struct Image *ima, struct ImBuf *ibuf);
/* called on frame change or before render */
void BKE_image_user_frame_calc(struct ImageUser *iuser, int cfra, int fieldnr);
void BKE_image_user_check_frame_calc(struct ImageUser *iuser, int cfra, int fieldnr);
int BKE_image_user_frame_get(const struct ImageUser *iuser, int cfra, int fieldnr, short *r_is_in_range);
void BKE_image_user_file_path(struct ImageUser *iuser, struct Image *ima, char *path);
/* sets index offset for multilayer files */
struct RenderPass *BKE_image_multilayer_index(struct RenderResult *rr, struct ImageUser *iuser);
/* for multilayer images as well as for render-viewer */
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.
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struct RenderResult *BKE_image_acquire_renderresult(struct Scene *scene, struct Image *ima);
void BKE_image_release_renderresult(struct Scene *scene, struct Image *ima);
/* for multiple slot render, call this before render */
void BKE_image_backup_render(struct Scene *scene, struct Image *ima);
/* goes over all textures that use images */
void BKE_image_free_all_textures(void);
/* does one image! */
void BKE_image_free_anim_ibufs(struct Image *ima, int except_frame);
/* does all images with type MOVIE or SEQUENCE */
void BKE_image_all_free_anim_ibufs(int except_frame);
3D view orbit option: Around Active This fixes the active object in place when orbiting the view. Choppy 15fps demo can be seen there: http://www.elysiun.com/~theeth/bf/around_active.html Image Memory Grabage Collection This adds memory handling to the image code. An image is tagged each time it is used. During a collection cycle (frequency of cycles is user defined), if an image is older than a user defined limit, its buffer gets deallocated. This also applies to gl memory buffers. Images that are loading in GL memory needs to go through two time outs before being fully deallocated: the first time out deallocated the gl memorry, the second the buffer in ram. Notes: Image buffer loaded from python gets tagged as permanent upon load. That tag is removed when python stops using the image. I might have missed some tagging spots, especially in the rendering pipeline. Someone with more knowledge about this code should check to be careful. Tagging is done on every access, for rendering, this will probably be a performance hit. A scheme should be developped to only tag when the rendering is completed. Collecting is called in draw_object, most likely not the best place to do it. Safe from undo, since using undo deallocates memory anyway (like when loading a blend file with one currently opened) Userpref DNA changes: I've changed a couple of flagging variables from short to int. Some because they needed more space, others to keep SDNA happy. Info window changes: I've grouped a couple of buttons in aligned blocks and changed the color of mutually exclusive options to make them clearer. Matt didn't do any changes on that in tuhopuu, so hopefully I'm not stepping on anyone's feet with this. Also changed double constants into floats with f in a couple of places (mostly space.c) to make compiler happier.
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void BKE_image_memorypack(struct Image *ima);
3D view orbit option: Around Active This fixes the active object in place when orbiting the view. Choppy 15fps demo can be seen there: http://www.elysiun.com/~theeth/bf/around_active.html Image Memory Grabage Collection This adds memory handling to the image code. An image is tagged each time it is used. During a collection cycle (frequency of cycles is user defined), if an image is older than a user defined limit, its buffer gets deallocated. This also applies to gl memory buffers. Images that are loading in GL memory needs to go through two time outs before being fully deallocated: the first time out deallocated the gl memorry, the second the buffer in ram. Notes: Image buffer loaded from python gets tagged as permanent upon load. That tag is removed when python stops using the image. I might have missed some tagging spots, especially in the rendering pipeline. Someone with more knowledge about this code should check to be careful. Tagging is done on every access, for rendering, this will probably be a performance hit. A scheme should be developped to only tag when the rendering is completed. Collecting is called in draw_object, most likely not the best place to do it. Safe from undo, since using undo deallocates memory anyway (like when loading a blend file with one currently opened) Userpref DNA changes: I've changed a couple of flagging variables from short to int. Some because they needed more space, others to keep SDNA happy. Info window changes: I've grouped a couple of buttons in aligned blocks and changed the color of mutually exclusive options to make them clearer. Matt didn't do any changes on that in tuhopuu, so hopefully I'm not stepping on anyone's feet with this. Also changed double constants into floats with f in a couple of places (mostly space.c) to make compiler happier.
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/* prints memory statistics for images */
void BKE_image_print_memlist(void);
/* empty image block, of similar type and filename */
struct Image *BKE_image_copy(struct Image *ima);
/* merge source into dest, and free source */
void BKE_image_merge(struct Image *dest, struct Image *source);
/* scale the image */
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int BKE_image_scale(struct Image *image, int width, int height);
TexFace to Material Settings big patch Summary: ======== The idea here is to move the texface options into the material panel. For images with the change please visit: http://code.blender.org/index.php/2011/09/bge-material-texface-changes 1 - Some of the legacy problems 2.49 and 2.5x has with the texface system: ========================================================================== 1.1) Shadow, Bilboard and Halo are mutual exclusive (in the code), yet you can select a face to be more than one mode. 1.2) Sort only works for blend Alpha yet it's an option regardless of the Transparency Blend you pick. 1.3) Shared doesn't affect anything in BGE. 1.4) ObColor only works for Text objects (old bitmap texts) when using Texture Face Materials. (not address yet, I so far ignored obcolor) 2 - Notes: ============ 2.1) Now "Use Face Textures" in material Option panel will work in Multitexture even if there is no texture channel. 2.2) In FaceTexture mode it will use TexFace all the time, even if you don't check the "Use Texture Face" option in the UI. It's a matter of decision, since the code for either way is there. I decided by the solution that makes the creation of a material fast - in this mode the user doesn't need to mess with textures or this "Use Texture Face" option at all. I'm not strong in my opinion here. But I think if we don't have this then what is the point of the Texture Face mode? 2.3) I kept references for tface only when we need the image, UV or the tiling setting. It should help later when/if we split the Image and UV layers from the tface struct (Campbell and Brecht proposal). 3 - Changes in a Nutshell: ========================== 3.1) "Texture Face" panel (in the Mesh/Object Data panel) no longer exists. Those settings are all part of the material properties, visible when Game Render is set. 3.2) "Texture Face" Shading mode (in the Render panel) is now called “Single Texture”, it needs a material for special settings (e.g. Billboard, Alpha Sort, …). 3.3) New options in the Material Panel * Shadeless option in the Material panel is now supported for all three Shading modes. * Physics is now toggleable, this is the old Collision option. * Two Side (on) is now called Back Culling (off). * Alpha Sort is one of the Alpha options, together (and mutually exclusive) to Alpha Blend, Alpha Clip, Add and Opaque (i.e. solid). * Shadow, Billboard and Halo are grouped in the “Face Orientation” property. * "Face Textures" and "Face Textures Alpha" (under Options) can be used for all but GLSL shading mode (to be supported in GLSL eventually). * The backend in the game engine is still the same as before. The only changes are in the interface and in the way you need to think your materials. The bottomline is: It’s no longer possible to share materials between faces that do not share the same game properties. 4 - Acknowledgment: ================== Mike Pan for the design discussions, and testing along the whole development process. Vitor Balbio for the first hands-on code with the interface changes. That helped me a lot to push me into work on that. Benoit Bolsee and Brecht van Lommel for patch review (* no one reviewed the whole patch, or the latest iteractions, so I still hold liability for any problems). Blender artists that gave feedback and helped testing the patch. Patch review and original documentation can be found here: http://wiki.blender.org/index.php/User:Dfelinto/TexFace http://codereview.appspot.com/4289041/
2011-09-19 19:55:59 +00:00
/* check if texture has alpha (depth=32) */
int BKE_image_has_alpha(struct Image *image);
/* image_gen.c */
void BKE_image_buf_fill_color(unsigned char *rect, float *rect_float, int width, int height, const float color[4]);
void BKE_image_buf_fill_checker(unsigned char *rect, float *rect_float, int height, int width);
void BKE_image_buf_fill_checker_color(unsigned char *rect, float *rect_float, int height, int width);
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#ifdef __cplusplus
}
#endif
#endif