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blender-archive/source/blender/blenkernel/BKE_image.h

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2002-10-12 11:37:38 +00:00
/**
* blenlib/BKE_image.h (mar-2001 nzc)
*
* $Id$
*
* ***** BEGIN GPL/BL DUAL 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. The Blender
* Foundation also sells licenses for use in proprietary software under
* the Blender License. See http://www.blender.org/BL/ for information
* about this.
*
* 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., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
*
* 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/BL DUAL LICENSE BLOCK *****
*/
#ifndef BKE_IMAGE_H
#define BKE_IMAGE_H
#ifdef __cplusplus
extern "C" {
#endif
struct Image;
struct ImBuf;
struct Tex;
struct anim;
void free_image(struct Image *me);
void free_image_buffers(struct Image *ima);
struct Image *add_image(char *name);
void free_unused_animimages(void);
struct Image *new_image(int width, int height, char *name);
Biiig commit! Thanks to 2-3 weeks of cvs freeze... Render: - New; support for dual CPU render (SDL thread) Currently only works with alternating scanlines, but gives excellent performance. For both normal render as unified implemented. Note the "mutex" locks on z-transp buffer render and imbuf loads. - This has been made possible by major cleanups in render code, especially getting rid of globals (example Tin Tr Tg Tb Ta for textures) or struct OSA or using Materials or Texture data to write to. - Made normal render fully 4x32 floats too, and removed all old optimizes with chars or shorts. - Made normal render and unified render use same code for sky and halo render, giving equal (and better) results for halo render. Old render now also uses PostProcess options (brightness, mul, gamma) - Added option ("FBuf") in F10 Output Panel, this keeps a 4x32 bits buffer after render. Using PostProcess menu you will note an immediate re- display of image too (32 bits RGBA) - Added "Hue" and "Saturation" sliders to PostProcess options - Render module is still not having a "nice" API, but amount of dependencies went down a lot. Next todo: remove abusive "previewrender" code. The last main global in Render (struct Render) now can be re-used for fully controlling a render, to allow multiple "instances" of render to open. - Renderwindow now displays a smal bar on top with the stats, and keeps the stats after render too. Including "spare" page support. Not only easier visible that way, but also to remove the awkward code that was drawing stats in the Info header (extreme slow on some ATIs too) - Cleaned up blendef.h and BKE_utildefines.h, these two had overlapping defines. - I might have forgotten stuff... and will write a nice doc on the architecture!
2004-12-27 19:28:52 +00:00
2002-10-12 11:37:38 +00:00
void makepicstring(char *string, int 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.
2005-07-06 00:33:41 +00:00
void addImageExtension(char *string);
2002-10-12 11:37:38 +00:00
struct anim *openanim(char * name, int flags);
void ima_ibuf_is_nul(struct Tex *tex, struct Image *ima);
Biiig commit! Thanks to 2-3 weeks of cvs freeze... Render: - New; support for dual CPU render (SDL thread) Currently only works with alternating scanlines, but gives excellent performance. For both normal render as unified implemented. Note the "mutex" locks on z-transp buffer render and imbuf loads. - This has been made possible by major cleanups in render code, especially getting rid of globals (example Tin Tr Tg Tb Ta for textures) or struct OSA or using Materials or Texture data to write to. - Made normal render fully 4x32 floats too, and removed all old optimizes with chars or shorts. - Made normal render and unified render use same code for sky and halo render, giving equal (and better) results for halo render. Old render now also uses PostProcess options (brightness, mul, gamma) - Added option ("FBuf") in F10 Output Panel, this keeps a 4x32 bits buffer after render. Using PostProcess menu you will note an immediate re- display of image too (32 bits RGBA) - Added "Hue" and "Saturation" sliders to PostProcess options - Render module is still not having a "nice" API, but amount of dependencies went down a lot. Next todo: remove abusive "previewrender" code. The last main global in Render (struct Render) now can be re-used for fully controlling a render, to allow multiple "instances" of render to open. - Renderwindow now displays a smal bar on top with the stats, and keeps the stats after render too. Including "spare" page support. Not only easier visible that way, but also to remove the awkward code that was drawing stats in the Info header (extreme slow on some ATIs too) - Cleaned up blendef.h and BKE_utildefines.h, these two had overlapping defines. - I might have forgotten stuff... and will write a nice doc on the architecture!
2004-12-27 19:28:52 +00:00
void load_image(struct Image * ima, int flags, char *relabase, int framenum);
2002-10-12 11:37:38 +00:00
void converttopremul(struct ImBuf *ibuf);
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.
2005-07-06 00:33:41 +00:00
void tag_image_time(struct Image *ima);
void free_old_images(void);
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#ifdef __cplusplus
}
#endif
#endif