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/*
* ***** BEGIN GPLLICENSE 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
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* 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.
*
* Copyright by Gernot Ziegler <gz@lysator.liu.se>.
* All rights reserved.
*
* The Original Code is: all of this file.
*
* Contributor(s): Austin Benesh, Ton Roosendaal (float, half, speedup, cleanup...).
*
* ***** END GPL LICENSE BLOCK *****
*/
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/** \file blender/imbuf/intern/openexr/openexr_api.cpp
* \ingroup openexr
*/
#include <stdlib.h>
#include <stdio.h>
#include <stddef.h>
#include <fstream>
#include <string>
#include <set>
#include <errno.h>
#include <algorithm>
#include <openexr_api.h>
#if defined (WIN32) && !defined(FREE_WINDOWS)
#include "utfconv.h"
#endif
extern "C"
{
// The following prevents a linking error in debug mode for MSVC using the libs in CVS
#if defined(WITH_OPENEXR) && defined(_WIN32) && defined(_DEBUG) && !defined(__MINGW32__) && !defined(__CYGWIN__)
_CRTIMP void __cdecl _invalid_parameter_noinfo(void)
{
}
#endif
Four-in-one commit: (NOTE: new include dependency in Render module, might need MSVC update! It has to include the imbuf/intern/openexr/ directory in search path) -> New Composite node: "Hue Saturation". Works like the former 'post process' menu. There's no gamma, brightness or multiply needed in this node, for that the Curves Node functions better. -> Enabled Toolbox in Node editor This now also replaces the SHIFT+A for adding nodes. The nodes are automatically added to the menus, using the 'class' category from the type definition. Current classes are (compositor examples): Inputs: RenderResult, Image Outputs: Composite, Viewer Color Ops: RGB Curves, Mix, Hue Saturation, AlphaOver Vector Ops: Normal, Vector Curves, Map Value Filters: Filter, Blur, VectorBlur Convertors: ColorRamp, RGBtoBW, Separate RGBA, Separate HSVA, Set Alpha Generators: RGB, Value, Time Groups: the list of custom defined nodes -> OpenEXR tile saving support Created an API for for saving tile-based Images with an unlimited amount of layers/channels. I've tested it for 'render result' now, with the idea that this can (optionally) replace the current inserting of tiles in the main result buffers. Especially with a lot of layers, the used memory for these buffers can easily go into the 100s of megs. Two other advantages: - all 'render result' layers can be saved entirely in a single file, for later use in compositing, also for animation output. - on each render, per scene, a unique temp file can be stored, allowing to re-use these temp files on starting Blender or loading files, showing the last result of a render command. The option is currently disabled, needs more work... but I had to commit this because of the rest of the work I did! -> Bug fix The Image node didn't call an execute event when browsing another image.
2006-02-18 13:28:44 +00:00
#include "MEM_guardedalloc.h"
#include "BLI_blenlib.h"
#include "BLI_math_color.h"
#include "BLI_threads.h"
Four-in-one commit: (NOTE: new include dependency in Render module, might need MSVC update! It has to include the imbuf/intern/openexr/ directory in search path) -> New Composite node: "Hue Saturation". Works like the former 'post process' menu. There's no gamma, brightness or multiply needed in this node, for that the Curves Node functions better. -> Enabled Toolbox in Node editor This now also replaces the SHIFT+A for adding nodes. The nodes are automatically added to the menus, using the 'class' category from the type definition. Current classes are (compositor examples): Inputs: RenderResult, Image Outputs: Composite, Viewer Color Ops: RGB Curves, Mix, Hue Saturation, AlphaOver Vector Ops: Normal, Vector Curves, Map Value Filters: Filter, Blur, VectorBlur Convertors: ColorRamp, RGBtoBW, Separate RGBA, Separate HSVA, Set Alpha Generators: RGB, Value, Time Groups: the list of custom defined nodes -> OpenEXR tile saving support Created an API for for saving tile-based Images with an unlimited amount of layers/channels. I've tested it for 'render result' now, with the idea that this can (optionally) replace the current inserting of tiles in the main result buffers. Especially with a lot of layers, the used memory for these buffers can easily go into the 100s of megs. Two other advantages: - all 'render result' layers can be saved entirely in a single file, for later use in compositing, also for animation output. - on each render, per scene, a unique temp file can be stored, allowing to re-use these temp files on starting Blender or loading files, showing the last result of a render command. The option is currently disabled, needs more work... but I had to commit this because of the rest of the work I did! -> Bug fix The Image node didn't call an execute event when browsing another image.
2006-02-18 13:28:44 +00:00
#include "IMB_imbuf_types.h"
#include "IMB_imbuf.h"
#include "IMB_allocimbuf.h"
#include "IMB_metadata.h"
Color Management, Stage 2: Switch color pipeline to use OpenColorIO Replace old color pipeline which was supporting linear/sRGB color spaces only with OpenColorIO-based pipeline. This introduces two configurable color spaces: - Input color space for images and movie clips. This space is used to convert images/movies from color space in which file is saved to Blender's linear space (for float images, byte images are not internally converted, only input space is stored for such images and used later). This setting could be found in image/clip data block settings. - Display color space which defines space in which particular display is working. This settings could be found in scene's Color Management panel. When render result is being displayed on the screen, apart from converting image to display space, some additional conversions could happen. This conversions are: - View, which defines tone curve applying before display transformation. These are different ways to view the image on the same display device. For example it could be used to emulate film view on sRGB display. - Exposure affects on image exposure before tone map is applied. - Gamma is post-display gamma correction, could be used to match particular display gamma. - RGB curves are user-defined curves which are applying before display transformation, could be used for different purposes. All this settings by default are only applying on render result and does not affect on other images. If some particular image needs to be affected by this transformation, "View as Render" setting of image data block should be set to truth. Movie clips are always affected by all display transformations. This commit also introduces configurable color space in which sequencer is working. This setting could be found in scene's Color Management panel and it should be used if such stuff as grading needs to be done in color space different from sRGB (i.e. when Film view on sRGB display is use, using VD16 space as sequencer's internal space would make grading working in space which is close to the space using for display). Some technical notes: - Image buffer's float buffer is now always in linear space, even if it was created from 16bit byte images. - Space of byte buffer is stored in image buffer's rect_colorspace property. - Profile of image buffer was removed since it's not longer meaningful. - OpenGL and GLSL is supposed to always work in sRGB space. It is possible to support other spaces, but it's quite large project which isn't so much important. - Legacy Color Management option disabled is emulated by using None display. It could have some regressions, but there's no clear way to avoid them. - If OpenColorIO is disabled on build time, it should make blender behaving in the same way as previous release with color management enabled. More details could be found at this page (more details would be added soon): http://wiki.blender.org/index.php/Dev:Ref/Release_Notes/2.64/Color_Management -- Thanks to Xavier Thomas, Lukas Toene for initial work on OpenColorIO integration and to Brecht van Lommel for some further development and code/ usecase review!
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#include "IMB_colormanagement.h"
#include "IMB_colormanagement_intern.h"
#include "openexr_multi.h"
}
#include <iostream>
#include <half.h>
#include <Iex.h>
#include <ImfVersion.h>
#include <ImathBox.h>
#include <ImfArray.h>
#include <ImfIO.h>
#include <ImfChannelList.h>
#include <ImfPixelType.h>
#include <ImfInputFile.h>
#include <ImfOutputFile.h>
#include <ImfCompression.h>
#include <ImfCompressionAttribute.h>
#include <ImfStringAttribute.h>
#include <ImfStandardAttributes.h>
using namespace Imf;
using namespace Imath;
/* Memory Input Stream */
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class Mem_IStream : public Imf::IStream
{
public:
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Mem_IStream (unsigned char *exrbuf, size_t exrsize) :
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IStream("dummy"), _exrpos(0), _exrsize(exrsize)
{
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_exrbuf = exrbuf;
}
virtual bool read(char c[], int n);
virtual Int64 tellg();
virtual void seekg(Int64 pos);
virtual void clear();
//virtual ~Mem_IStream() {}; // unused
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private:
Int64 _exrpos;
Int64 _exrsize;
unsigned char *_exrbuf;
};
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bool Mem_IStream::read(char c[], int n)
{
if (n + _exrpos <= _exrsize) {
memcpy(c, (void *)(&_exrbuf[_exrpos]), n);
_exrpos += n;
return true;
}
else
return false;
}
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Int64 Mem_IStream::tellg()
{
return _exrpos;
}
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void Mem_IStream::seekg(Int64 pos)
{
_exrpos = pos;
}
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void Mem_IStream::clear()
{
}
/* File Input Stream */
class IFileStream : public Imf::IStream
{
public:
IFileStream(const char *filename)
: IStream(filename)
{
/* utf-8 file path support on windows */
#if defined (WIN32) && !defined(FREE_WINDOWS)
wchar_t *wfilename = alloc_utf16_from_8(filename, 0);
ifs.open(wfilename, std::ios_base::binary);
free(wfilename);
#else
ifs.open(filename, std::ios_base::binary);
#endif
if (!ifs)
Iex::throwErrnoExc();
}
virtual bool read(char c[], int n)
{
if (!ifs)
throw Iex::InputExc("Unexpected end of file.");
errno = 0;
ifs.read(c, n);
return check_error();
}
virtual Int64 tellg()
{
return std::streamoff(ifs.tellg());
}
virtual void seekg(Int64 pos)
{
ifs.seekg(pos);
check_error();
}
virtual void clear()
{
ifs.clear();
}
private:
bool check_error()
{
if (!ifs) {
if (errno)
Iex::throwErrnoExc();
return false;
}
return true;
}
std::ifstream ifs;
};
/* File Output Stream */
class OFileStream : public OStream
{
public:
OFileStream(const char *filename)
: OStream(filename)
{
/* utf-8 file path support on windows */
#if defined (WIN32) && !defined(FREE_WINDOWS)
wchar_t *wfilename = alloc_utf16_from_8(filename, 0);
ofs.open(wfilename, std::ios_base::binary);
free(wfilename);
#else
ofs.open(filename, std::ios_base::binary);
#endif
if (!ofs)
Iex::throwErrnoExc();
}
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virtual void write(const char c[], int n)
{
errno = 0;
ofs.write(c, n);
check_error();
}
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virtual Int64 tellp()
{
return std::streamoff(ofs.tellp());
}
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virtual void seekp(Int64 pos)
{
ofs.seekp(pos);
check_error();
}
private:
void check_error()
{
if (!ofs) {
if (errno)
Iex::throwErrnoExc();
throw Iex::ErrnoExc("File output failed.");
}
}
std::ofstream ofs;
};
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struct _RGBAZ {
half r;
half g;
half b;
half a;
half z;
};
typedef struct _RGBAZ RGBAZ;
extern "C"
{
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int imb_is_a_openexr(unsigned char *mem)
{
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return Imf::isImfMagic((const char *)mem);
}
static void openexr_header_compression(Header *header, int compression)
{
switch (compression) {
case 0:
header->compression() = NO_COMPRESSION;
break;
case 1:
header->compression() = PXR24_COMPRESSION;
break;
case 2:
header->compression() = ZIP_COMPRESSION;
break;
case 3:
header->compression() = PIZ_COMPRESSION;
break;
case 4:
header->compression() = RLE_COMPRESSION;
break;
default:
header->compression() = ZIP_COMPRESSION;
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break;
}
}
static void openexr_header_metadata(Header *header, struct ImBuf *ibuf)
{
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ImMetaData *info;
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for (info = ibuf->metadata; info; info = info->next)
header->insert(info->key, StringAttribute(info->value));
if (ibuf->ppm[0] > 0.0)
addXDensity(*header, ibuf->ppm[0] / 39.3700787); /* 1 meter = 39.3700787 inches */
}
static int imb_save_openexr_half(struct ImBuf *ibuf, const char *name, int flags)
{
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const int channels = ibuf->channels;
const int is_alpha = (channels >= 4) && (ibuf->planes == 32);
const int is_zbuf = (flags & IB_zbuffloat) && ibuf->zbuf_float != NULL; /* summarize */
const int width = ibuf->x;
const int height = ibuf->y;
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try
{
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Header header(width, height);
openexr_header_compression(&header, ibuf->ftype & OPENEXR_COMPRESS);
openexr_header_metadata(&header, ibuf);
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header.channels().insert("R", Channel(HALF));
header.channels().insert("G", Channel(HALF));
header.channels().insert("B", Channel(HALF));
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if (is_alpha)
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header.channels().insert("A", Channel(HALF));
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if (is_zbuf) // z we do as float always
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header.channels().insert("Z", Channel(Imf::FLOAT));
FrameBuffer frameBuffer;
/* manually create ofstream, so we can handle utf-8 filepaths on windows */
OFileStream file_stream(name);
OutputFile file(file_stream, header);
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/* we store first everything in half array */
RGBAZ *pixels = new RGBAZ[height * width];
RGBAZ *to = pixels;
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int xstride = sizeof(RGBAZ);
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int ystride = xstride * width;
/* indicate used buffers */
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frameBuffer.insert("R", Slice(HALF, (char *) &pixels[0].r, xstride, ystride));
frameBuffer.insert("G", Slice(HALF, (char *) &pixels[0].g, xstride, ystride));
frameBuffer.insert("B", Slice(HALF, (char *) &pixels[0].b, xstride, ystride));
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if (is_alpha)
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frameBuffer.insert("A", Slice(HALF, (char *) &pixels[0].a, xstride, ystride));
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if (is_zbuf)
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frameBuffer.insert("Z", Slice(Imf::FLOAT, (char *)(ibuf->zbuf_float + (height - 1) * width),
sizeof(float), sizeof(float) * -width));
if (ibuf->rect_float) {
float *from;
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for (int i = ibuf->y - 1; i >= 0; i--) {
from = ibuf->rect_float + channels * i * width;
for (int j = ibuf->x; j > 0; j--) {
to->r = from[0];
to->g = (channels >= 2) ? from[1] : from[0];
to->b = (channels >= 3) ? from[2] : from[0];
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to->a = (channels >= 4) ? from[3] : 1.0f;
to++; from += channels;
}
}
}
else {
unsigned char *from;
Color Management, Stage 2: Switch color pipeline to use OpenColorIO Replace old color pipeline which was supporting linear/sRGB color spaces only with OpenColorIO-based pipeline. This introduces two configurable color spaces: - Input color space for images and movie clips. This space is used to convert images/movies from color space in which file is saved to Blender's linear space (for float images, byte images are not internally converted, only input space is stored for such images and used later). This setting could be found in image/clip data block settings. - Display color space which defines space in which particular display is working. This settings could be found in scene's Color Management panel. When render result is being displayed on the screen, apart from converting image to display space, some additional conversions could happen. This conversions are: - View, which defines tone curve applying before display transformation. These are different ways to view the image on the same display device. For example it could be used to emulate film view on sRGB display. - Exposure affects on image exposure before tone map is applied. - Gamma is post-display gamma correction, could be used to match particular display gamma. - RGB curves are user-defined curves which are applying before display transformation, could be used for different purposes. All this settings by default are only applying on render result and does not affect on other images. If some particular image needs to be affected by this transformation, "View as Render" setting of image data block should be set to truth. Movie clips are always affected by all display transformations. This commit also introduces configurable color space in which sequencer is working. This setting could be found in scene's Color Management panel and it should be used if such stuff as grading needs to be done in color space different from sRGB (i.e. when Film view on sRGB display is use, using VD16 space as sequencer's internal space would make grading working in space which is close to the space using for display). Some technical notes: - Image buffer's float buffer is now always in linear space, even if it was created from 16bit byte images. - Space of byte buffer is stored in image buffer's rect_colorspace property. - Profile of image buffer was removed since it's not longer meaningful. - OpenGL and GLSL is supposed to always work in sRGB space. It is possible to support other spaces, but it's quite large project which isn't so much important. - Legacy Color Management option disabled is emulated by using None display. It could have some regressions, but there's no clear way to avoid them. - If OpenColorIO is disabled on build time, it should make blender behaving in the same way as previous release with color management enabled. More details could be found at this page (more details would be added soon): http://wiki.blender.org/index.php/Dev:Ref/Release_Notes/2.64/Color_Management -- Thanks to Xavier Thomas, Lukas Toene for initial work on OpenColorIO integration and to Brecht van Lommel for some further development and code/ usecase review!
2012-09-15 10:05:07 +00:00
for (int i = ibuf->y - 1; i >= 0; i--) {
from = (unsigned char *)ibuf->rect + 4 * i * width;
Color Management, Stage 2: Switch color pipeline to use OpenColorIO Replace old color pipeline which was supporting linear/sRGB color spaces only with OpenColorIO-based pipeline. This introduces two configurable color spaces: - Input color space for images and movie clips. This space is used to convert images/movies from color space in which file is saved to Blender's linear space (for float images, byte images are not internally converted, only input space is stored for such images and used later). This setting could be found in image/clip data block settings. - Display color space which defines space in which particular display is working. This settings could be found in scene's Color Management panel. When render result is being displayed on the screen, apart from converting image to display space, some additional conversions could happen. This conversions are: - View, which defines tone curve applying before display transformation. These are different ways to view the image on the same display device. For example it could be used to emulate film view on sRGB display. - Exposure affects on image exposure before tone map is applied. - Gamma is post-display gamma correction, could be used to match particular display gamma. - RGB curves are user-defined curves which are applying before display transformation, could be used for different purposes. All this settings by default are only applying on render result and does not affect on other images. If some particular image needs to be affected by this transformation, "View as Render" setting of image data block should be set to truth. Movie clips are always affected by all display transformations. This commit also introduces configurable color space in which sequencer is working. This setting could be found in scene's Color Management panel and it should be used if such stuff as grading needs to be done in color space different from sRGB (i.e. when Film view on sRGB display is use, using VD16 space as sequencer's internal space would make grading working in space which is close to the space using for display). Some technical notes: - Image buffer's float buffer is now always in linear space, even if it was created from 16bit byte images. - Space of byte buffer is stored in image buffer's rect_colorspace property. - Profile of image buffer was removed since it's not longer meaningful. - OpenGL and GLSL is supposed to always work in sRGB space. It is possible to support other spaces, but it's quite large project which isn't so much important. - Legacy Color Management option disabled is emulated by using None display. It could have some regressions, but there's no clear way to avoid them. - If OpenColorIO is disabled on build time, it should make blender behaving in the same way as previous release with color management enabled. More details could be found at this page (more details would be added soon): http://wiki.blender.org/index.php/Dev:Ref/Release_Notes/2.64/Color_Management -- Thanks to Xavier Thomas, Lukas Toene for initial work on OpenColorIO integration and to Brecht van Lommel for some further development and code/ usecase review!
2012-09-15 10:05:07 +00:00
for (int j = ibuf->x; j > 0; j--) {
to->r = srgb_to_linearrgb((float)from[0] / 255.0f);
to->g = srgb_to_linearrgb((float)from[1] / 255.0f);
to->b = srgb_to_linearrgb((float)from[2] / 255.0f);
to->a = channels >= 4 ? (float)from[3] / 255.0f : 1.0f;
to++; from += 4;
}
}
}
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// printf("OpenEXR-save: Writing OpenEXR file of height %d.\n", height);
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file.setFrameBuffer(frameBuffer);
file.writePixels(height);
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delete[] pixels;
}
catch (const std::exception &exc)
{
printf("OpenEXR-save: ERROR: %s\n", exc.what());
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return (0);
}
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return (1);
}
static int imb_save_openexr_float(struct ImBuf *ibuf, const char *name, int flags)
{
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const int channels = ibuf->channels;
const int is_alpha = (channels >= 4) && (ibuf->planes == 32);
const int is_zbuf = (flags & IB_zbuffloat) && ibuf->zbuf_float != NULL; /* summarize */
const int width = ibuf->x;
const int height = ibuf->y;
try
{
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Header header(width, height);
openexr_header_compression(&header, ibuf->ftype & OPENEXR_COMPRESS);
openexr_header_metadata(&header, ibuf);
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header.channels().insert("R", Channel(Imf::FLOAT));
header.channels().insert("G", Channel(Imf::FLOAT));
header.channels().insert("B", Channel(Imf::FLOAT));
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if (is_alpha)
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header.channels().insert("A", Channel(Imf::FLOAT));
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if (is_zbuf)
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header.channels().insert("Z", Channel(Imf::FLOAT));
FrameBuffer frameBuffer;
/* manually create ofstream, so we can handle utf-8 filepaths on windows */
OFileStream file_stream(name);
OutputFile file(file_stream, header);
int xstride = sizeof(float) * channels;
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int ystride = -xstride * width;
float *rect[4] = {NULL, NULL, NULL, NULL};
/* last scanline, stride negative */
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rect[0] = ibuf->rect_float + channels * (height - 1) * width;
rect[1] = (channels >= 2) ? rect[0] + 1 : rect[0];
rect[2] = (channels >= 3) ? rect[0] + 2 : rect[0];
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rect[3] = (channels >= 4) ? rect[0] + 3 : rect[0]; /* red as alpha, is this needed since alpha isn't written? */
frameBuffer.insert("R", Slice(Imf::FLOAT, (char *)rect[0], xstride, ystride));
frameBuffer.insert("G", Slice(Imf::FLOAT, (char *)rect[1], xstride, ystride));
frameBuffer.insert("B", Slice(Imf::FLOAT, (char *)rect[2], xstride, ystride));
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if (is_alpha)
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frameBuffer.insert("A", Slice(Imf::FLOAT, (char *)rect[3], xstride, ystride));
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if (is_zbuf)
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frameBuffer.insert("Z", Slice(Imf::FLOAT, (char *) (ibuf->zbuf_float + (height - 1) * width),
sizeof(float), sizeof(float) * -width));
file.setFrameBuffer(frameBuffer);
file.writePixels(height);
}
catch (const std::exception &exc)
{
printf("OpenEXR-save: ERROR: %s\n", exc.what());
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return (0);
}
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return (1);
// printf("OpenEXR-save: Done.\n");
}
int imb_save_openexr(struct ImBuf *ibuf, const char *name, int flags)
{
if (flags & IB_mem) {
printf("OpenEXR-save: Create EXR in memory CURRENTLY NOT SUPPORTED !\n");
imb_addencodedbufferImBuf(ibuf);
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ibuf->encodedsize = 0;
return(0);
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}
if (ibuf->ftype & OPENEXR_HALF)
return imb_save_openexr_half(ibuf, name, flags);
else {
/* when no float rect, we save as half (16 bits is sufficient) */
2012-06-13 17:27:49 +00:00
if (ibuf->rect_float == NULL)
return imb_save_openexr_half(ibuf, name, flags);
else
return imb_save_openexr_float(ibuf, name, flags);
}
}
/* ********************* Nicer API, MultiLayer and with Tile file support ************************************ */
/* naming rules:
2012-03-09 18:28:30 +00:00
* - parse name from right to left
* - last character is channel ID, 1 char like 'A' 'R' 'G' 'B' 'X' 'Y' 'Z' 'W' 'U' 'V'
* - separated with a dot; the Pass name (like "Depth", "Color", "Diffuse" or "Combined")
* - separated with a dot: the Layer name (like "Lamp1" or "Walls" or "Characters")
*/
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static ListBase exrhandles = {NULL, NULL};
Four-in-one commit: (NOTE: new include dependency in Render module, might need MSVC update! It has to include the imbuf/intern/openexr/ directory in search path) -> New Composite node: "Hue Saturation". Works like the former 'post process' menu. There's no gamma, brightness or multiply needed in this node, for that the Curves Node functions better. -> Enabled Toolbox in Node editor This now also replaces the SHIFT+A for adding nodes. The nodes are automatically added to the menus, using the 'class' category from the type definition. Current classes are (compositor examples): Inputs: RenderResult, Image Outputs: Composite, Viewer Color Ops: RGB Curves, Mix, Hue Saturation, AlphaOver Vector Ops: Normal, Vector Curves, Map Value Filters: Filter, Blur, VectorBlur Convertors: ColorRamp, RGBtoBW, Separate RGBA, Separate HSVA, Set Alpha Generators: RGB, Value, Time Groups: the list of custom defined nodes -> OpenEXR tile saving support Created an API for for saving tile-based Images with an unlimited amount of layers/channels. I've tested it for 'render result' now, with the idea that this can (optionally) replace the current inserting of tiles in the main result buffers. Especially with a lot of layers, the used memory for these buffers can easily go into the 100s of megs. Two other advantages: - all 'render result' layers can be saved entirely in a single file, for later use in compositing, also for animation output. - on each render, per scene, a unique temp file can be stored, allowing to re-use these temp files on starting Blender or loading files, showing the last result of a render command. The option is currently disabled, needs more work... but I had to commit this because of the rest of the work I did! -> Bug fix The Image node didn't call an execute event when browsing another image.
2006-02-18 13:28:44 +00:00
typedef struct ExrHandle {
struct ExrHandle *next, *prev;
2012-06-13 17:27:49 +00:00
IFileStream *ifile_stream;
InputFile *ifile;
OFileStream *ofile_stream;
TiledOutputFile *tofile;
OutputFile *ofile;
Four-in-one commit: (NOTE: new include dependency in Render module, might need MSVC update! It has to include the imbuf/intern/openexr/ directory in search path) -> New Composite node: "Hue Saturation". Works like the former 'post process' menu. There's no gamma, brightness or multiply needed in this node, for that the Curves Node functions better. -> Enabled Toolbox in Node editor This now also replaces the SHIFT+A for adding nodes. The nodes are automatically added to the menus, using the 'class' category from the type definition. Current classes are (compositor examples): Inputs: RenderResult, Image Outputs: Composite, Viewer Color Ops: RGB Curves, Mix, Hue Saturation, AlphaOver Vector Ops: Normal, Vector Curves, Map Value Filters: Filter, Blur, VectorBlur Convertors: ColorRamp, RGBtoBW, Separate RGBA, Separate HSVA, Set Alpha Generators: RGB, Value, Time Groups: the list of custom defined nodes -> OpenEXR tile saving support Created an API for for saving tile-based Images with an unlimited amount of layers/channels. I've tested it for 'render result' now, with the idea that this can (optionally) replace the current inserting of tiles in the main result buffers. Especially with a lot of layers, the used memory for these buffers can easily go into the 100s of megs. Two other advantages: - all 'render result' layers can be saved entirely in a single file, for later use in compositing, also for animation output. - on each render, per scene, a unique temp file can be stored, allowing to re-use these temp files on starting Blender or loading files, showing the last result of a render command. The option is currently disabled, needs more work... but I had to commit this because of the rest of the work I did! -> Bug fix The Image node didn't call an execute event when browsing another image.
2006-02-18 13:28:44 +00:00
int tilex, tiley;
int width, height;
int mipmap;
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ListBase channels; /* flattened out, ExrChannel */
ListBase layers; /* hierarchical, pointing in end to ExrChannel */
} ExrHandle;
Four-in-one commit: (NOTE: new include dependency in Render module, might need MSVC update! It has to include the imbuf/intern/openexr/ directory in search path) -> New Composite node: "Hue Saturation". Works like the former 'post process' menu. There's no gamma, brightness or multiply needed in this node, for that the Curves Node functions better. -> Enabled Toolbox in Node editor This now also replaces the SHIFT+A for adding nodes. The nodes are automatically added to the menus, using the 'class' category from the type definition. Current classes are (compositor examples): Inputs: RenderResult, Image Outputs: Composite, Viewer Color Ops: RGB Curves, Mix, Hue Saturation, AlphaOver Vector Ops: Normal, Vector Curves, Map Value Filters: Filter, Blur, VectorBlur Convertors: ColorRamp, RGBtoBW, Separate RGBA, Separate HSVA, Set Alpha Generators: RGB, Value, Time Groups: the list of custom defined nodes -> OpenEXR tile saving support Created an API for for saving tile-based Images with an unlimited amount of layers/channels. I've tested it for 'render result' now, with the idea that this can (optionally) replace the current inserting of tiles in the main result buffers. Especially with a lot of layers, the used memory for these buffers can easily go into the 100s of megs. Two other advantages: - all 'render result' layers can be saved entirely in a single file, for later use in compositing, also for animation output. - on each render, per scene, a unique temp file can be stored, allowing to re-use these temp files on starting Blender or loading files, showing the last result of a render command. The option is currently disabled, needs more work... but I had to commit this because of the rest of the work I did! -> Bug fix The Image node didn't call an execute event when browsing another image.
2006-02-18 13:28:44 +00:00
/* flattened out channel */
typedef struct ExrChannel {
struct ExrChannel *next, *prev;
2012-06-13 17:27:49 +00:00
char name[EXR_TOT_MAXNAME + 1]; /* full name of layer+pass */
int xstride, ystride; /* step to next pixel, to next scanline */
float *rect; /* first pointer to write in */
char chan_id; /* quick lookup of channel char */
} ExrChannel;
Four-in-one commit: (NOTE: new include dependency in Render module, might need MSVC update! It has to include the imbuf/intern/openexr/ directory in search path) -> New Composite node: "Hue Saturation". Works like the former 'post process' menu. There's no gamma, brightness or multiply needed in this node, for that the Curves Node functions better. -> Enabled Toolbox in Node editor This now also replaces the SHIFT+A for adding nodes. The nodes are automatically added to the menus, using the 'class' category from the type definition. Current classes are (compositor examples): Inputs: RenderResult, Image Outputs: Composite, Viewer Color Ops: RGB Curves, Mix, Hue Saturation, AlphaOver Vector Ops: Normal, Vector Curves, Map Value Filters: Filter, Blur, VectorBlur Convertors: ColorRamp, RGBtoBW, Separate RGBA, Separate HSVA, Set Alpha Generators: RGB, Value, Time Groups: the list of custom defined nodes -> OpenEXR tile saving support Created an API for for saving tile-based Images with an unlimited amount of layers/channels. I've tested it for 'render result' now, with the idea that this can (optionally) replace the current inserting of tiles in the main result buffers. Especially with a lot of layers, the used memory for these buffers can easily go into the 100s of megs. Two other advantages: - all 'render result' layers can be saved entirely in a single file, for later use in compositing, also for animation output. - on each render, per scene, a unique temp file can be stored, allowing to re-use these temp files on starting Blender or loading files, showing the last result of a render command. The option is currently disabled, needs more work... but I had to commit this because of the rest of the work I did! -> Bug fix The Image node didn't call an execute event when browsing another image.
2006-02-18 13:28:44 +00:00
/* hierarchical; layers -> passes -> channels[] */
typedef struct ExrPass {
struct ExrPass *next, *prev;
char name[EXR_PASS_MAXNAME];
int totchan;
float *rect;
struct ExrChannel *chan[EXR_PASS_MAXCHAN];
char chan_id[EXR_PASS_MAXCHAN];
} ExrPass;
typedef struct ExrLayer {
struct ExrLayer *next, *prev;
2012-06-13 17:27:49 +00:00
char name[EXR_LAY_MAXNAME + 1];
ListBase passes;
} ExrLayer;
/* ********************** */
void *IMB_exr_get_handle(void)
Four-in-one commit: (NOTE: new include dependency in Render module, might need MSVC update! It has to include the imbuf/intern/openexr/ directory in search path) -> New Composite node: "Hue Saturation". Works like the former 'post process' menu. There's no gamma, brightness or multiply needed in this node, for that the Curves Node functions better. -> Enabled Toolbox in Node editor This now also replaces the SHIFT+A for adding nodes. The nodes are automatically added to the menus, using the 'class' category from the type definition. Current classes are (compositor examples): Inputs: RenderResult, Image Outputs: Composite, Viewer Color Ops: RGB Curves, Mix, Hue Saturation, AlphaOver Vector Ops: Normal, Vector Curves, Map Value Filters: Filter, Blur, VectorBlur Convertors: ColorRamp, RGBtoBW, Separate RGBA, Separate HSVA, Set Alpha Generators: RGB, Value, Time Groups: the list of custom defined nodes -> OpenEXR tile saving support Created an API for for saving tile-based Images with an unlimited amount of layers/channels. I've tested it for 'render result' now, with the idea that this can (optionally) replace the current inserting of tiles in the main result buffers. Especially with a lot of layers, the used memory for these buffers can easily go into the 100s of megs. Two other advantages: - all 'render result' layers can be saved entirely in a single file, for later use in compositing, also for animation output. - on each render, per scene, a unique temp file can be stored, allowing to re-use these temp files on starting Blender or loading files, showing the last result of a render command. The option is currently disabled, needs more work... but I had to commit this because of the rest of the work I did! -> Bug fix The Image node didn't call an execute event when browsing another image.
2006-02-18 13:28:44 +00:00
{
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ExrHandle *data = (ExrHandle *)MEM_callocN(sizeof(ExrHandle), "exr handle");
BLI_addtail(&exrhandles, data);
return data;
Four-in-one commit: (NOTE: new include dependency in Render module, might need MSVC update! It has to include the imbuf/intern/openexr/ directory in search path) -> New Composite node: "Hue Saturation". Works like the former 'post process' menu. There's no gamma, brightness or multiply needed in this node, for that the Curves Node functions better. -> Enabled Toolbox in Node editor This now also replaces the SHIFT+A for adding nodes. The nodes are automatically added to the menus, using the 'class' category from the type definition. Current classes are (compositor examples): Inputs: RenderResult, Image Outputs: Composite, Viewer Color Ops: RGB Curves, Mix, Hue Saturation, AlphaOver Vector Ops: Normal, Vector Curves, Map Value Filters: Filter, Blur, VectorBlur Convertors: ColorRamp, RGBtoBW, Separate RGBA, Separate HSVA, Set Alpha Generators: RGB, Value, Time Groups: the list of custom defined nodes -> OpenEXR tile saving support Created an API for for saving tile-based Images with an unlimited amount of layers/channels. I've tested it for 'render result' now, with the idea that this can (optionally) replace the current inserting of tiles in the main result buffers. Especially with a lot of layers, the used memory for these buffers can easily go into the 100s of megs. Two other advantages: - all 'render result' layers can be saved entirely in a single file, for later use in compositing, also for animation output. - on each render, per scene, a unique temp file can be stored, allowing to re-use these temp files on starting Blender or loading files, showing the last result of a render command. The option is currently disabled, needs more work... but I had to commit this because of the rest of the work I did! -> Bug fix The Image node didn't call an execute event when browsing another image.
2006-02-18 13:28:44 +00:00
}
/* adds flattened ExrChannels */
/* xstride, ystride and rect can be done in set_channel too, for tile writing */
void IMB_exr_add_channel(void *handle, const char *layname, const char *passname, int xstride, int ystride, float *rect)
Four-in-one commit: (NOTE: new include dependency in Render module, might need MSVC update! It has to include the imbuf/intern/openexr/ directory in search path) -> New Composite node: "Hue Saturation". Works like the former 'post process' menu. There's no gamma, brightness or multiply needed in this node, for that the Curves Node functions better. -> Enabled Toolbox in Node editor This now also replaces the SHIFT+A for adding nodes. The nodes are automatically added to the menus, using the 'class' category from the type definition. Current classes are (compositor examples): Inputs: RenderResult, Image Outputs: Composite, Viewer Color Ops: RGB Curves, Mix, Hue Saturation, AlphaOver Vector Ops: Normal, Vector Curves, Map Value Filters: Filter, Blur, VectorBlur Convertors: ColorRamp, RGBtoBW, Separate RGBA, Separate HSVA, Set Alpha Generators: RGB, Value, Time Groups: the list of custom defined nodes -> OpenEXR tile saving support Created an API for for saving tile-based Images with an unlimited amount of layers/channels. I've tested it for 'render result' now, with the idea that this can (optionally) replace the current inserting of tiles in the main result buffers. Especially with a lot of layers, the used memory for these buffers can easily go into the 100s of megs. Two other advantages: - all 'render result' layers can be saved entirely in a single file, for later use in compositing, also for animation output. - on each render, per scene, a unique temp file can be stored, allowing to re-use these temp files on starting Blender or loading files, showing the last result of a render command. The option is currently disabled, needs more work... but I had to commit this because of the rest of the work I did! -> Bug fix The Image node didn't call an execute event when browsing another image.
2006-02-18 13:28:44 +00:00
{
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ExrHandle *data = (ExrHandle *)handle;
ExrChannel *echan;
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echan = (ExrChannel *)MEM_callocN(sizeof(ExrChannel), "exr tile channel");
if (layname) {
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char lay[EXR_LAY_MAXNAME + 1], pass[EXR_PASS_MAXNAME + 1];
BLI_strncpy(lay, layname, EXR_LAY_MAXNAME);
BLI_strncpy(pass, passname, EXR_PASS_MAXNAME);
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BLI_snprintf(echan->name, sizeof(echan->name), "%s.%s", lay, pass);
}
2012-06-13 17:27:49 +00:00
else {
BLI_strncpy(echan->name, passname, EXR_TOT_MAXNAME - 1);
}
echan->xstride = xstride;
echan->ystride = ystride;
echan->rect = rect;
// printf("added channel %s\n", echan->name);
Four-in-one commit: (NOTE: new include dependency in Render module, might need MSVC update! It has to include the imbuf/intern/openexr/ directory in search path) -> New Composite node: "Hue Saturation". Works like the former 'post process' menu. There's no gamma, brightness or multiply needed in this node, for that the Curves Node functions better. -> Enabled Toolbox in Node editor This now also replaces the SHIFT+A for adding nodes. The nodes are automatically added to the menus, using the 'class' category from the type definition. Current classes are (compositor examples): Inputs: RenderResult, Image Outputs: Composite, Viewer Color Ops: RGB Curves, Mix, Hue Saturation, AlphaOver Vector Ops: Normal, Vector Curves, Map Value Filters: Filter, Blur, VectorBlur Convertors: ColorRamp, RGBtoBW, Separate RGBA, Separate HSVA, Set Alpha Generators: RGB, Value, Time Groups: the list of custom defined nodes -> OpenEXR tile saving support Created an API for for saving tile-based Images with an unlimited amount of layers/channels. I've tested it for 'render result' now, with the idea that this can (optionally) replace the current inserting of tiles in the main result buffers. Especially with a lot of layers, the used memory for these buffers can easily go into the 100s of megs. Two other advantages: - all 'render result' layers can be saved entirely in a single file, for later use in compositing, also for animation output. - on each render, per scene, a unique temp file can be stored, allowing to re-use these temp files on starting Blender or loading files, showing the last result of a render command. The option is currently disabled, needs more work... but I had to commit this because of the rest of the work I did! -> Bug fix The Image node didn't call an execute event when browsing another image.
2006-02-18 13:28:44 +00:00
BLI_addtail(&data->channels, echan);
}
/* only used for writing temp. render results (not image files) */
int IMB_exr_begin_write(void *handle, const char *filename, int width, int height, int compress)
Four-in-one commit: (NOTE: new include dependency in Render module, might need MSVC update! It has to include the imbuf/intern/openexr/ directory in search path) -> New Composite node: "Hue Saturation". Works like the former 'post process' menu. There's no gamma, brightness or multiply needed in this node, for that the Curves Node functions better. -> Enabled Toolbox in Node editor This now also replaces the SHIFT+A for adding nodes. The nodes are automatically added to the menus, using the 'class' category from the type definition. Current classes are (compositor examples): Inputs: RenderResult, Image Outputs: Composite, Viewer Color Ops: RGB Curves, Mix, Hue Saturation, AlphaOver Vector Ops: Normal, Vector Curves, Map Value Filters: Filter, Blur, VectorBlur Convertors: ColorRamp, RGBtoBW, Separate RGBA, Separate HSVA, Set Alpha Generators: RGB, Value, Time Groups: the list of custom defined nodes -> OpenEXR tile saving support Created an API for for saving tile-based Images with an unlimited amount of layers/channels. I've tested it for 'render result' now, with the idea that this can (optionally) replace the current inserting of tiles in the main result buffers. Especially with a lot of layers, the used memory for these buffers can easily go into the 100s of megs. Two other advantages: - all 'render result' layers can be saved entirely in a single file, for later use in compositing, also for animation output. - on each render, per scene, a unique temp file can be stored, allowing to re-use these temp files on starting Blender or loading files, showing the last result of a render command. The option is currently disabled, needs more work... but I had to commit this because of the rest of the work I did! -> Bug fix The Image node didn't call an execute event when browsing another image.
2006-02-18 13:28:44 +00:00
{
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ExrHandle *data = (ExrHandle *)handle;
Header header(width, height);
ExrChannel *echan;
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data->width = width;
data->height = height;
for (echan = (ExrChannel *)data->channels.first; echan; echan = echan->next)
header.channels().insert(echan->name, Channel(Imf::FLOAT));
openexr_header_compression(&header, compress);
// openexr_header_metadata(&header, ibuf); // no imbuf. cant write
/* header.lineOrder() = DECREASING_Y; this crashes in windows for file read! */
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header.insert("BlenderMultiChannel", StringAttribute("Blender V2.55.1 and newer"));
2012-03-18 07:38:51 +00:00
/* avoid crash/abort when we don't have permission to write here */
/* manually create ofstream, so we can handle utf-8 filepaths on windows */
try {
data->ofile_stream = new OFileStream(filename);
data->ofile = new OutputFile(*(data->ofile_stream), header);
}
catch (const std::exception &exc) {
std::cerr << "IMB_exr_begin_write: ERROR: " << exc.what() << std::endl;
delete data->ofile;
delete data->ofile_stream;
data->ofile = NULL;
data->ofile_stream = NULL;
}
return (data->ofile != NULL);
}
void IMB_exrtile_begin_write(void *handle, const char *filename, int mipmap, int width, int height, int tilex, int tiley)
{
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ExrHandle *data = (ExrHandle *)handle;
Header header(width, height);
ExrChannel *echan;
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data->tilex = tilex;
data->tiley = tiley;
data->width = width;
data->height = height;
data->mipmap = mipmap;
for (echan = (ExrChannel *)data->channels.first; echan; echan = echan->next)
header.channels().insert(echan->name, Channel(Imf::FLOAT));
header.setTileDescription(TileDescription(tilex, tiley, (mipmap) ? MIPMAP_LEVELS : ONE_LEVEL));
header.lineOrder() = RANDOM_Y;
header.compression() = RLE_COMPRESSION;
2012-06-13 17:27:49 +00:00
header.insert("BlenderMultiChannel", StringAttribute("Blender V2.43"));
/* avoid crash/abort when we don't have permission to write here */
/* manually create ofstream, so we can handle utf-8 filepaths on windows */
try {
data->ofile_stream = new OFileStream(filename);
data->tofile = new TiledOutputFile(*(data->ofile_stream), header);
}
catch (const std::exception &) {
delete data->tofile;
delete data->ofile_stream;
data->tofile = NULL;
data->ofile_stream = NULL;
}
Four-in-one commit: (NOTE: new include dependency in Render module, might need MSVC update! It has to include the imbuf/intern/openexr/ directory in search path) -> New Composite node: "Hue Saturation". Works like the former 'post process' menu. There's no gamma, brightness or multiply needed in this node, for that the Curves Node functions better. -> Enabled Toolbox in Node editor This now also replaces the SHIFT+A for adding nodes. The nodes are automatically added to the menus, using the 'class' category from the type definition. Current classes are (compositor examples): Inputs: RenderResult, Image Outputs: Composite, Viewer Color Ops: RGB Curves, Mix, Hue Saturation, AlphaOver Vector Ops: Normal, Vector Curves, Map Value Filters: Filter, Blur, VectorBlur Convertors: ColorRamp, RGBtoBW, Separate RGBA, Separate HSVA, Set Alpha Generators: RGB, Value, Time Groups: the list of custom defined nodes -> OpenEXR tile saving support Created an API for for saving tile-based Images with an unlimited amount of layers/channels. I've tested it for 'render result' now, with the idea that this can (optionally) replace the current inserting of tiles in the main result buffers. Especially with a lot of layers, the used memory for these buffers can easily go into the 100s of megs. Two other advantages: - all 'render result' layers can be saved entirely in a single file, for later use in compositing, also for animation output. - on each render, per scene, a unique temp file can be stored, allowing to re-use these temp files on starting Blender or loading files, showing the last result of a render command. The option is currently disabled, needs more work... but I had to commit this because of the rest of the work I did! -> Bug fix The Image node didn't call an execute event when browsing another image.
2006-02-18 13:28:44 +00:00
}
/* read from file */
int IMB_exr_begin_read(void *handle, const char *filename, int *width, int *height)
{
2012-06-13 17:27:49 +00:00
ExrHandle *data = (ExrHandle *)handle;
if (BLI_exists(filename) && BLI_file_size(filename) > 32) { /* 32 is arbitrary, but zero length files crashes exr */
/* avoid crash/abort when we don't have permission to write here */
try {
data->ifile_stream = new IFileStream(filename);
data->ifile = new InputFile(*(data->ifile_stream));
}
catch (const std::exception &) {
delete data->ifile;
delete data->ifile_stream;
data->ifile = NULL;
data->ifile_stream = NULL;
}
if (data->ifile) {
Box2i dw = data->ifile->header().dataWindow();
2012-06-13 17:27:49 +00:00
data->width = *width = dw.max.x - dw.min.x + 1;
data->height = *height = dw.max.y - dw.min.y + 1;
const ChannelList &channels = data->ifile->header().channels();
2012-06-13 17:27:49 +00:00
for (ChannelList::ConstIterator i = channels.begin(); i != channels.end(); ++i)
IMB_exr_add_channel(data, NULL, i.name(), 0, 0, NULL);
2012-06-13 17:27:49 +00:00
return 1;
}
}
return 0;
}
Four-in-one commit: (NOTE: new include dependency in Render module, might need MSVC update! It has to include the imbuf/intern/openexr/ directory in search path) -> New Composite node: "Hue Saturation". Works like the former 'post process' menu. There's no gamma, brightness or multiply needed in this node, for that the Curves Node functions better. -> Enabled Toolbox in Node editor This now also replaces the SHIFT+A for adding nodes. The nodes are automatically added to the menus, using the 'class' category from the type definition. Current classes are (compositor examples): Inputs: RenderResult, Image Outputs: Composite, Viewer Color Ops: RGB Curves, Mix, Hue Saturation, AlphaOver Vector Ops: Normal, Vector Curves, Map Value Filters: Filter, Blur, VectorBlur Convertors: ColorRamp, RGBtoBW, Separate RGBA, Separate HSVA, Set Alpha Generators: RGB, Value, Time Groups: the list of custom defined nodes -> OpenEXR tile saving support Created an API for for saving tile-based Images with an unlimited amount of layers/channels. I've tested it for 'render result' now, with the idea that this can (optionally) replace the current inserting of tiles in the main result buffers. Especially with a lot of layers, the used memory for these buffers can easily go into the 100s of megs. Two other advantages: - all 'render result' layers can be saved entirely in a single file, for later use in compositing, also for animation output. - on each render, per scene, a unique temp file can be stored, allowing to re-use these temp files on starting Blender or loading files, showing the last result of a render command. The option is currently disabled, needs more work... but I had to commit this because of the rest of the work I did! -> Bug fix The Image node didn't call an execute event when browsing another image.
2006-02-18 13:28:44 +00:00
/* still clumsy name handling, layers/channels can be ordered as list in list later */
void IMB_exr_set_channel(void *handle, const char *layname, const char *passname, int xstride, int ystride, float *rect)
Four-in-one commit: (NOTE: new include dependency in Render module, might need MSVC update! It has to include the imbuf/intern/openexr/ directory in search path) -> New Composite node: "Hue Saturation". Works like the former 'post process' menu. There's no gamma, brightness or multiply needed in this node, for that the Curves Node functions better. -> Enabled Toolbox in Node editor This now also replaces the SHIFT+A for adding nodes. The nodes are automatically added to the menus, using the 'class' category from the type definition. Current classes are (compositor examples): Inputs: RenderResult, Image Outputs: Composite, Viewer Color Ops: RGB Curves, Mix, Hue Saturation, AlphaOver Vector Ops: Normal, Vector Curves, Map Value Filters: Filter, Blur, VectorBlur Convertors: ColorRamp, RGBtoBW, Separate RGBA, Separate HSVA, Set Alpha Generators: RGB, Value, Time Groups: the list of custom defined nodes -> OpenEXR tile saving support Created an API for for saving tile-based Images with an unlimited amount of layers/channels. I've tested it for 'render result' now, with the idea that this can (optionally) replace the current inserting of tiles in the main result buffers. Especially with a lot of layers, the used memory for these buffers can easily go into the 100s of megs. Two other advantages: - all 'render result' layers can be saved entirely in a single file, for later use in compositing, also for animation output. - on each render, per scene, a unique temp file can be stored, allowing to re-use these temp files on starting Blender or loading files, showing the last result of a render command. The option is currently disabled, needs more work... but I had to commit this because of the rest of the work I did! -> Bug fix The Image node didn't call an execute event when browsing another image.
2006-02-18 13:28:44 +00:00
{
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ExrHandle *data = (ExrHandle *)handle;
ExrChannel *echan;
char name[EXR_TOT_MAXNAME + 1];
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if (layname) {
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char lay[EXR_LAY_MAXNAME + 1], pass[EXR_PASS_MAXNAME + 1];
BLI_strncpy(lay, layname, EXR_LAY_MAXNAME);
BLI_strncpy(pass, passname, EXR_PASS_MAXNAME);
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BLI_snprintf(name, sizeof(name), "%s.%s", lay, pass);
}
else
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BLI_strncpy(name, passname, EXR_TOT_MAXNAME - 1);
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echan = (ExrChannel *)BLI_findstring(&data->channels, name, offsetof(ExrChannel, name));
if (echan) {
2012-06-13 17:27:49 +00:00
echan->xstride = xstride;
echan->ystride = ystride;
echan->rect = rect;
Four-in-one commit: (NOTE: new include dependency in Render module, might need MSVC update! It has to include the imbuf/intern/openexr/ directory in search path) -> New Composite node: "Hue Saturation". Works like the former 'post process' menu. There's no gamma, brightness or multiply needed in this node, for that the Curves Node functions better. -> Enabled Toolbox in Node editor This now also replaces the SHIFT+A for adding nodes. The nodes are automatically added to the menus, using the 'class' category from the type definition. Current classes are (compositor examples): Inputs: RenderResult, Image Outputs: Composite, Viewer Color Ops: RGB Curves, Mix, Hue Saturation, AlphaOver Vector Ops: Normal, Vector Curves, Map Value Filters: Filter, Blur, VectorBlur Convertors: ColorRamp, RGBtoBW, Separate RGBA, Separate HSVA, Set Alpha Generators: RGB, Value, Time Groups: the list of custom defined nodes -> OpenEXR tile saving support Created an API for for saving tile-based Images with an unlimited amount of layers/channels. I've tested it for 'render result' now, with the idea that this can (optionally) replace the current inserting of tiles in the main result buffers. Especially with a lot of layers, the used memory for these buffers can easily go into the 100s of megs. Two other advantages: - all 'render result' layers can be saved entirely in a single file, for later use in compositing, also for animation output. - on each render, per scene, a unique temp file can be stored, allowing to re-use these temp files on starting Blender or loading files, showing the last result of a render command. The option is currently disabled, needs more work... but I had to commit this because of the rest of the work I did! -> Bug fix The Image node didn't call an execute event when browsing another image.
2006-02-18 13:28:44 +00:00
}
else
printf("IMB_exrtile_set_channel error %s\n", name);
Four-in-one commit: (NOTE: new include dependency in Render module, might need MSVC update! It has to include the imbuf/intern/openexr/ directory in search path) -> New Composite node: "Hue Saturation". Works like the former 'post process' menu. There's no gamma, brightness or multiply needed in this node, for that the Curves Node functions better. -> Enabled Toolbox in Node editor This now also replaces the SHIFT+A for adding nodes. The nodes are automatically added to the menus, using the 'class' category from the type definition. Current classes are (compositor examples): Inputs: RenderResult, Image Outputs: Composite, Viewer Color Ops: RGB Curves, Mix, Hue Saturation, AlphaOver Vector Ops: Normal, Vector Curves, Map Value Filters: Filter, Blur, VectorBlur Convertors: ColorRamp, RGBtoBW, Separate RGBA, Separate HSVA, Set Alpha Generators: RGB, Value, Time Groups: the list of custom defined nodes -> OpenEXR tile saving support Created an API for for saving tile-based Images with an unlimited amount of layers/channels. I've tested it for 'render result' now, with the idea that this can (optionally) replace the current inserting of tiles in the main result buffers. Especially with a lot of layers, the used memory for these buffers can easily go into the 100s of megs. Two other advantages: - all 'render result' layers can be saved entirely in a single file, for later use in compositing, also for animation output. - on each render, per scene, a unique temp file can be stored, allowing to re-use these temp files on starting Blender or loading files, showing the last result of a render command. The option is currently disabled, needs more work... but I had to commit this because of the rest of the work I did! -> Bug fix The Image node didn't call an execute event when browsing another image.
2006-02-18 13:28:44 +00:00
}
void IMB_exrtile_clear_channels(void *handle)
{
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ExrHandle *data = (ExrHandle *)handle;
BLI_freelistN(&data->channels);
}
Four-in-one commit: (NOTE: new include dependency in Render module, might need MSVC update! It has to include the imbuf/intern/openexr/ directory in search path) -> New Composite node: "Hue Saturation". Works like the former 'post process' menu. There's no gamma, brightness or multiply needed in this node, for that the Curves Node functions better. -> Enabled Toolbox in Node editor This now also replaces the SHIFT+A for adding nodes. The nodes are automatically added to the menus, using the 'class' category from the type definition. Current classes are (compositor examples): Inputs: RenderResult, Image Outputs: Composite, Viewer Color Ops: RGB Curves, Mix, Hue Saturation, AlphaOver Vector Ops: Normal, Vector Curves, Map Value Filters: Filter, Blur, VectorBlur Convertors: ColorRamp, RGBtoBW, Separate RGBA, Separate HSVA, Set Alpha Generators: RGB, Value, Time Groups: the list of custom defined nodes -> OpenEXR tile saving support Created an API for for saving tile-based Images with an unlimited amount of layers/channels. I've tested it for 'render result' now, with the idea that this can (optionally) replace the current inserting of tiles in the main result buffers. Especially with a lot of layers, the used memory for these buffers can easily go into the 100s of megs. Two other advantages: - all 'render result' layers can be saved entirely in a single file, for later use in compositing, also for animation output. - on each render, per scene, a unique temp file can be stored, allowing to re-use these temp files on starting Blender or loading files, showing the last result of a render command. The option is currently disabled, needs more work... but I had to commit this because of the rest of the work I did! -> Bug fix The Image node didn't call an execute event when browsing another image.
2006-02-18 13:28:44 +00:00
void IMB_exrtile_write_channels(void *handle, int partx, int party, int level)
Four-in-one commit: (NOTE: new include dependency in Render module, might need MSVC update! It has to include the imbuf/intern/openexr/ directory in search path) -> New Composite node: "Hue Saturation". Works like the former 'post process' menu. There's no gamma, brightness or multiply needed in this node, for that the Curves Node functions better. -> Enabled Toolbox in Node editor This now also replaces the SHIFT+A for adding nodes. The nodes are automatically added to the menus, using the 'class' category from the type definition. Current classes are (compositor examples): Inputs: RenderResult, Image Outputs: Composite, Viewer Color Ops: RGB Curves, Mix, Hue Saturation, AlphaOver Vector Ops: Normal, Vector Curves, Map Value Filters: Filter, Blur, VectorBlur Convertors: ColorRamp, RGBtoBW, Separate RGBA, Separate HSVA, Set Alpha Generators: RGB, Value, Time Groups: the list of custom defined nodes -> OpenEXR tile saving support Created an API for for saving tile-based Images with an unlimited amount of layers/channels. I've tested it for 'render result' now, with the idea that this can (optionally) replace the current inserting of tiles in the main result buffers. Especially with a lot of layers, the used memory for these buffers can easily go into the 100s of megs. Two other advantages: - all 'render result' layers can be saved entirely in a single file, for later use in compositing, also for animation output. - on each render, per scene, a unique temp file can be stored, allowing to re-use these temp files on starting Blender or loading files, showing the last result of a render command. The option is currently disabled, needs more work... but I had to commit this because of the rest of the work I did! -> Bug fix The Image node didn't call an execute event when browsing another image.
2006-02-18 13:28:44 +00:00
{
2012-06-13 17:27:49 +00:00
ExrHandle *data = (ExrHandle *)handle;
Four-in-one commit: (NOTE: new include dependency in Render module, might need MSVC update! It has to include the imbuf/intern/openexr/ directory in search path) -> New Composite node: "Hue Saturation". Works like the former 'post process' menu. There's no gamma, brightness or multiply needed in this node, for that the Curves Node functions better. -> Enabled Toolbox in Node editor This now also replaces the SHIFT+A for adding nodes. The nodes are automatically added to the menus, using the 'class' category from the type definition. Current classes are (compositor examples): Inputs: RenderResult, Image Outputs: Composite, Viewer Color Ops: RGB Curves, Mix, Hue Saturation, AlphaOver Vector Ops: Normal, Vector Curves, Map Value Filters: Filter, Blur, VectorBlur Convertors: ColorRamp, RGBtoBW, Separate RGBA, Separate HSVA, Set Alpha Generators: RGB, Value, Time Groups: the list of custom defined nodes -> OpenEXR tile saving support Created an API for for saving tile-based Images with an unlimited amount of layers/channels. I've tested it for 'render result' now, with the idea that this can (optionally) replace the current inserting of tiles in the main result buffers. Especially with a lot of layers, the used memory for these buffers can easily go into the 100s of megs. Two other advantages: - all 'render result' layers can be saved entirely in a single file, for later use in compositing, also for animation output. - on each render, per scene, a unique temp file can be stored, allowing to re-use these temp files on starting Blender or loading files, showing the last result of a render command. The option is currently disabled, needs more work... but I had to commit this because of the rest of the work I did! -> Bug fix The Image node didn't call an execute event when browsing another image.
2006-02-18 13:28:44 +00:00
FrameBuffer frameBuffer;
ExrChannel *echan;
Four-in-one commit: (NOTE: new include dependency in Render module, might need MSVC update! It has to include the imbuf/intern/openexr/ directory in search path) -> New Composite node: "Hue Saturation". Works like the former 'post process' menu. There's no gamma, brightness or multiply needed in this node, for that the Curves Node functions better. -> Enabled Toolbox in Node editor This now also replaces the SHIFT+A for adding nodes. The nodes are automatically added to the menus, using the 'class' category from the type definition. Current classes are (compositor examples): Inputs: RenderResult, Image Outputs: Composite, Viewer Color Ops: RGB Curves, Mix, Hue Saturation, AlphaOver Vector Ops: Normal, Vector Curves, Map Value Filters: Filter, Blur, VectorBlur Convertors: ColorRamp, RGBtoBW, Separate RGBA, Separate HSVA, Set Alpha Generators: RGB, Value, Time Groups: the list of custom defined nodes -> OpenEXR tile saving support Created an API for for saving tile-based Images with an unlimited amount of layers/channels. I've tested it for 'render result' now, with the idea that this can (optionally) replace the current inserting of tiles in the main result buffers. Especially with a lot of layers, the used memory for these buffers can easily go into the 100s of megs. Two other advantages: - all 'render result' layers can be saved entirely in a single file, for later use in compositing, also for animation output. - on each render, per scene, a unique temp file can be stored, allowing to re-use these temp files on starting Blender or loading files, showing the last result of a render command. The option is currently disabled, needs more work... but I had to commit this because of the rest of the work I did! -> Bug fix The Image node didn't call an execute event when browsing another image.
2006-02-18 13:28:44 +00:00
2012-06-13 17:27:49 +00:00
for (echan = (ExrChannel *)data->channels.first; echan; echan = echan->next) {
float *rect = echan->rect - echan->xstride * partx - echan->ystride * party;
frameBuffer.insert(echan->name, Slice(Imf::FLOAT, (char *)rect,
echan->xstride * sizeof(float), echan->ystride * sizeof(float)));
Four-in-one commit: (NOTE: new include dependency in Render module, might need MSVC update! It has to include the imbuf/intern/openexr/ directory in search path) -> New Composite node: "Hue Saturation". Works like the former 'post process' menu. There's no gamma, brightness or multiply needed in this node, for that the Curves Node functions better. -> Enabled Toolbox in Node editor This now also replaces the SHIFT+A for adding nodes. The nodes are automatically added to the menus, using the 'class' category from the type definition. Current classes are (compositor examples): Inputs: RenderResult, Image Outputs: Composite, Viewer Color Ops: RGB Curves, Mix, Hue Saturation, AlphaOver Vector Ops: Normal, Vector Curves, Map Value Filters: Filter, Blur, VectorBlur Convertors: ColorRamp, RGBtoBW, Separate RGBA, Separate HSVA, Set Alpha Generators: RGB, Value, Time Groups: the list of custom defined nodes -> OpenEXR tile saving support Created an API for for saving tile-based Images with an unlimited amount of layers/channels. I've tested it for 'render result' now, with the idea that this can (optionally) replace the current inserting of tiles in the main result buffers. Especially with a lot of layers, the used memory for these buffers can easily go into the 100s of megs. Two other advantages: - all 'render result' layers can be saved entirely in a single file, for later use in compositing, also for animation output. - on each render, per scene, a unique temp file can be stored, allowing to re-use these temp files on starting Blender or loading files, showing the last result of a render command. The option is currently disabled, needs more work... but I had to commit this because of the rest of the work I did! -> Bug fix The Image node didn't call an execute event when browsing another image.
2006-02-18 13:28:44 +00:00
}
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data->tofile->setFrameBuffer(frameBuffer);
try {
// printf("write tile %d %d\n", partx/data->tilex, party/data->tiley);
2012-06-13 17:27:49 +00:00
data->tofile->writeTile(partx / data->tilex, party / data->tiley, level);
}
catch (const std::exception &exc) {
std::cerr << "OpenEXR-writeTile: ERROR: " << exc.what() << std::endl;
}
Four-in-one commit: (NOTE: new include dependency in Render module, might need MSVC update! It has to include the imbuf/intern/openexr/ directory in search path) -> New Composite node: "Hue Saturation". Works like the former 'post process' menu. There's no gamma, brightness or multiply needed in this node, for that the Curves Node functions better. -> Enabled Toolbox in Node editor This now also replaces the SHIFT+A for adding nodes. The nodes are automatically added to the menus, using the 'class' category from the type definition. Current classes are (compositor examples): Inputs: RenderResult, Image Outputs: Composite, Viewer Color Ops: RGB Curves, Mix, Hue Saturation, AlphaOver Vector Ops: Normal, Vector Curves, Map Value Filters: Filter, Blur, VectorBlur Convertors: ColorRamp, RGBtoBW, Separate RGBA, Separate HSVA, Set Alpha Generators: RGB, Value, Time Groups: the list of custom defined nodes -> OpenEXR tile saving support Created an API for for saving tile-based Images with an unlimited amount of layers/channels. I've tested it for 'render result' now, with the idea that this can (optionally) replace the current inserting of tiles in the main result buffers. Especially with a lot of layers, the used memory for these buffers can easily go into the 100s of megs. Two other advantages: - all 'render result' layers can be saved entirely in a single file, for later use in compositing, also for animation output. - on each render, per scene, a unique temp file can be stored, allowing to re-use these temp files on starting Blender or loading files, showing the last result of a render command. The option is currently disabled, needs more work... but I had to commit this because of the rest of the work I did! -> Bug fix The Image node didn't call an execute event when browsing another image.
2006-02-18 13:28:44 +00:00
}
void IMB_exr_write_channels(void *handle)
Four-in-one commit: (NOTE: new include dependency in Render module, might need MSVC update! It has to include the imbuf/intern/openexr/ directory in search path) -> New Composite node: "Hue Saturation". Works like the former 'post process' menu. There's no gamma, brightness or multiply needed in this node, for that the Curves Node functions better. -> Enabled Toolbox in Node editor This now also replaces the SHIFT+A for adding nodes. The nodes are automatically added to the menus, using the 'class' category from the type definition. Current classes are (compositor examples): Inputs: RenderResult, Image Outputs: Composite, Viewer Color Ops: RGB Curves, Mix, Hue Saturation, AlphaOver Vector Ops: Normal, Vector Curves, Map Value Filters: Filter, Blur, VectorBlur Convertors: ColorRamp, RGBtoBW, Separate RGBA, Separate HSVA, Set Alpha Generators: RGB, Value, Time Groups: the list of custom defined nodes -> OpenEXR tile saving support Created an API for for saving tile-based Images with an unlimited amount of layers/channels. I've tested it for 'render result' now, with the idea that this can (optionally) replace the current inserting of tiles in the main result buffers. Especially with a lot of layers, the used memory for these buffers can easily go into the 100s of megs. Two other advantages: - all 'render result' layers can be saved entirely in a single file, for later use in compositing, also for animation output. - on each render, per scene, a unique temp file can be stored, allowing to re-use these temp files on starting Blender or loading files, showing the last result of a render command. The option is currently disabled, needs more work... but I had to commit this because of the rest of the work I did! -> Bug fix The Image node didn't call an execute event when browsing another image.
2006-02-18 13:28:44 +00:00
{
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ExrHandle *data = (ExrHandle *)handle;
FrameBuffer frameBuffer;
ExrChannel *echan;
2012-06-13 17:27:49 +00:00
if (data->channels.first) {
2012-06-13 17:27:49 +00:00
for (echan = (ExrChannel *)data->channels.first; echan; echan = echan->next) {
/* last scanline, stride negative */
2012-06-13 17:27:49 +00:00
float *rect = echan->rect + echan->xstride * (data->height - 1) * data->width;
frameBuffer.insert(echan->name, Slice(Imf::FLOAT, (char *)rect,
echan->xstride * sizeof(float), -echan->ystride * sizeof(float)));
}
2012-06-13 17:27:49 +00:00
data->ofile->setFrameBuffer(frameBuffer);
try {
2012-06-13 17:27:49 +00:00
data->ofile->writePixels(data->height);
}
catch (const std::exception &exc) {
std::cerr << "OpenEXR-writePixels: ERROR: " << exc.what() << std::endl;
}
}
else {
printf("Error: attempt to save MultiLayer without layers.\n");
}
}
void IMB_exr_read_channels(void *handle)
{
2012-06-13 17:27:49 +00:00
ExrHandle *data = (ExrHandle *)handle;
FrameBuffer frameBuffer;
ExrChannel *echan;
2012-06-13 17:27:49 +00:00
/* check if exr was saved with previous versions of blender which flipped images */
const StringAttribute *ta = data->ifile->header().findTypedAttribute <StringAttribute> ("BlenderMultiChannel");
2012-06-13 17:27:49 +00:00
short flip = (ta && strncmp(ta->value().c_str(), "Blender V2.43", 13) == 0); /* 'previous multilayer attribute, flipped */
for (echan = (ExrChannel *)data->channels.first; echan; echan = echan->next) {
if (echan->rect) {
if (flip)
2012-06-13 17:27:49 +00:00
frameBuffer.insert(echan->name, Slice(Imf::FLOAT, (char *)echan->rect,
echan->xstride * sizeof(float), echan->ystride * sizeof(float)));
else
2012-06-13 17:27:49 +00:00
frameBuffer.insert(echan->name, Slice(Imf::FLOAT, (char *)(echan->rect + echan->xstride * (data->height - 1) * data->width),
echan->xstride * sizeof(float), -echan->ystride * sizeof(float)));
}
2012-06-13 17:27:49 +00:00
else
printf("warning, channel with no rect set %s\n", echan->name);
}
2012-06-13 17:27:49 +00:00
data->ifile->setFrameBuffer(frameBuffer);
try {
2012-06-13 17:27:49 +00:00
data->ifile->readPixels(0, data->height - 1);
}
catch (const std::exception &exc) {
std::cerr << "OpenEXR-readPixels: ERROR: " << exc.what() << std::endl;
}
}
2012-06-13 17:27:49 +00:00
void IMB_exr_multilayer_convert(void *handle, void *base,
void * (*addlayer)(void *base, const char *str),
void (*addpass)(void *base, void *lay, const char *str,
float *rect, int totchan, const char *chan_id))
{
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ExrHandle *data = (ExrHandle *)handle;
ExrLayer *lay;
ExrPass *pass;
2012-06-13 17:27:49 +00:00
if (data->layers.first == NULL) {
printf("cannot convert multilayer, no layers in handle\n");
return;
}
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for (lay = (ExrLayer *)data->layers.first; lay; lay = lay->next) {
void *laybase = addlayer(base, lay->name);
if (laybase) {
2012-06-13 17:27:49 +00:00
for (pass = (ExrPass *)lay->passes.first; pass; pass = pass->next) {
addpass(base, laybase, pass->name, pass->rect, pass->totchan, pass->chan_id);
2012-06-13 17:27:49 +00:00
pass->rect = NULL;
}
}
}
}
void IMB_exr_close(void *handle)
{
2012-06-13 17:27:49 +00:00
ExrHandle *data = (ExrHandle *)handle;
ExrLayer *lay;
ExrPass *pass;
2012-06-13 17:27:49 +00:00
delete data->ifile;
delete data->ifile_stream;
delete data->ofile;
delete data->tofile;
delete data->ofile_stream;
2012-06-13 17:27:49 +00:00
data->ifile = NULL;
data->ifile_stream = NULL;
2012-06-13 17:27:49 +00:00
data->ofile = NULL;
data->tofile = NULL;
data->ofile_stream = NULL;
2012-06-13 17:27:49 +00:00
Four-in-one commit: (NOTE: new include dependency in Render module, might need MSVC update! It has to include the imbuf/intern/openexr/ directory in search path) -> New Composite node: "Hue Saturation". Works like the former 'post process' menu. There's no gamma, brightness or multiply needed in this node, for that the Curves Node functions better. -> Enabled Toolbox in Node editor This now also replaces the SHIFT+A for adding nodes. The nodes are automatically added to the menus, using the 'class' category from the type definition. Current classes are (compositor examples): Inputs: RenderResult, Image Outputs: Composite, Viewer Color Ops: RGB Curves, Mix, Hue Saturation, AlphaOver Vector Ops: Normal, Vector Curves, Map Value Filters: Filter, Blur, VectorBlur Convertors: ColorRamp, RGBtoBW, Separate RGBA, Separate HSVA, Set Alpha Generators: RGB, Value, Time Groups: the list of custom defined nodes -> OpenEXR tile saving support Created an API for for saving tile-based Images with an unlimited amount of layers/channels. I've tested it for 'render result' now, with the idea that this can (optionally) replace the current inserting of tiles in the main result buffers. Especially with a lot of layers, the used memory for these buffers can easily go into the 100s of megs. Two other advantages: - all 'render result' layers can be saved entirely in a single file, for later use in compositing, also for animation output. - on each render, per scene, a unique temp file can be stored, allowing to re-use these temp files on starting Blender or loading files, showing the last result of a render command. The option is currently disabled, needs more work... but I had to commit this because of the rest of the work I did! -> Bug fix The Image node didn't call an execute event when browsing another image.
2006-02-18 13:28:44 +00:00
BLI_freelistN(&data->channels);
2012-06-13 17:27:49 +00:00
for (lay = (ExrLayer *)data->layers.first; lay; lay = lay->next) {
for (pass = (ExrPass *)lay->passes.first; pass; pass = pass->next)
if (pass->rect)
MEM_freeN(pass->rect);
BLI_freelistN(&lay->passes);
}
BLI_freelistN(&data->layers);
2012-06-13 17:27:49 +00:00
BLI_remlink(&exrhandles, data);
MEM_freeN(data);
}
/* ********* */
A couple more changes to the file and image nodes to improve access to layers that don't follow Blender's rlayer.rpass naming scheme. --- Changes to File Output node --- * Flat layer names in EXR multilayer files. For a socket with name "AAA" the previous resulting EXR layer name would be "AAA.AAA", i.e. the render layer as well as render pass would use the socket name. Now the "render_layer.render_pass" scheme is ignored in multilayer files, socket names are directly written to EXR layers (EXR layer name is "AAA" in this example). If sockets should have a notion of "render layer" this can still be achieved by explicitly adding a separator, e.g. "AAA.BBB". When loading such layers into a Blender Image struct, the name is interpreted as a "render_layer.render_pass" again (although the image node does not care about it, see below). * Socket sub-paths (for singlelayer) or layer names (for multilayer) are stored in dedicated string variables in the socket storage data. This way the RNA can define precise string subtypes (PROP_FILEPATH) and length. The file/layer slots are defined as separate structs with own name properties in the RNA as well, so they can be used nicely with the list template. * Ensure unique socket paths/layer names to prevent overwriting of files and layers respectively. --- Changes to Image node --- * Loading multilayer OpenEXR files has improved layer name splitting into render layer + render pass names now. This properly supports arbitrary EXR layer names now. Example: OpenEXR layer name: AAA.BBB.CCC is split into Render layer name: AAA.BBB Render pass name: CCC If the layer name has no '.' separators the render layer name is empty. * Image node ignores the selected render layer in the image user data. Instead all existing layers are displayed at the same time by combining the render layer names with render pass names again, to reconstruct the original EXR layer name. This avoids the problem that render layers with empty name are not selectetable in the dropdown and allows using all image layers at the same time without duplicating the node.
2012-05-11 08:06:01 +00:00
/* get a substring from the end of the name, separated by '.' */
static int imb_exr_split_token(const char *str, const char *end, const char **token)
{
ptrdiff_t maxlen = end - str;
A couple more changes to the file and image nodes to improve access to layers that don't follow Blender's rlayer.rpass naming scheme. --- Changes to File Output node --- * Flat layer names in EXR multilayer files. For a socket with name "AAA" the previous resulting EXR layer name would be "AAA.AAA", i.e. the render layer as well as render pass would use the socket name. Now the "render_layer.render_pass" scheme is ignored in multilayer files, socket names are directly written to EXR layers (EXR layer name is "AAA" in this example). If sockets should have a notion of "render layer" this can still be achieved by explicitly adding a separator, e.g. "AAA.BBB". When loading such layers into a Blender Image struct, the name is interpreted as a "render_layer.render_pass" again (although the image node does not care about it, see below). * Socket sub-paths (for singlelayer) or layer names (for multilayer) are stored in dedicated string variables in the socket storage data. This way the RNA can define precise string subtypes (PROP_FILEPATH) and length. The file/layer slots are defined as separate structs with own name properties in the RNA as well, so they can be used nicely with the list template. * Ensure unique socket paths/layer names to prevent overwriting of files and layers respectively. --- Changes to Image node --- * Loading multilayer OpenEXR files has improved layer name splitting into render layer + render pass names now. This properly supports arbitrary EXR layer names now. Example: OpenEXR layer name: AAA.BBB.CCC is split into Render layer name: AAA.BBB Render pass name: CCC If the layer name has no '.' separators the render layer name is empty. * Image node ignores the selected render layer in the image user data. Instead all existing layers are displayed at the same time by combining the render layer names with render pass names again, to reconstruct the original EXR layer name. This avoids the problem that render layers with empty name are not selectetable in the dropdown and allows using all image layers at the same time without duplicating the node.
2012-05-11 08:06:01 +00:00
int len = 0;
2012-08-22 16:44:32 +00:00
while (len < maxlen && *(end - len - 1) != '.') {
len++;
}
2012-06-13 17:27:49 +00:00
*token = end - len;
A couple more changes to the file and image nodes to improve access to layers that don't follow Blender's rlayer.rpass naming scheme. --- Changes to File Output node --- * Flat layer names in EXR multilayer files. For a socket with name "AAA" the previous resulting EXR layer name would be "AAA.AAA", i.e. the render layer as well as render pass would use the socket name. Now the "render_layer.render_pass" scheme is ignored in multilayer files, socket names are directly written to EXR layers (EXR layer name is "AAA" in this example). If sockets should have a notion of "render layer" this can still be achieved by explicitly adding a separator, e.g. "AAA.BBB". When loading such layers into a Blender Image struct, the name is interpreted as a "render_layer.render_pass" again (although the image node does not care about it, see below). * Socket sub-paths (for singlelayer) or layer names (for multilayer) are stored in dedicated string variables in the socket storage data. This way the RNA can define precise string subtypes (PROP_FILEPATH) and length. The file/layer slots are defined as separate structs with own name properties in the RNA as well, so they can be used nicely with the list template. * Ensure unique socket paths/layer names to prevent overwriting of files and layers respectively. --- Changes to Image node --- * Loading multilayer OpenEXR files has improved layer name splitting into render layer + render pass names now. This properly supports arbitrary EXR layer names now. Example: OpenEXR layer name: AAA.BBB.CCC is split into Render layer name: AAA.BBB Render pass name: CCC If the layer name has no '.' separators the render layer name is empty. * Image node ignores the selected render layer in the image user data. Instead all existing layers are displayed at the same time by combining the render layer names with render pass names again, to reconstruct the original EXR layer name. This avoids the problem that render layers with empty name are not selectetable in the dropdown and allows using all image layers at the same time without duplicating the node.
2012-05-11 08:06:01 +00:00
return len;
}
static int imb_exr_split_channel_name(ExrChannel *echan, char *layname, char *passname)
{
const char *name = echan->name;
const char *end = name + strlen(name);
const char *token;
char tokenbuf[EXR_TOT_MAXNAME];
int len;
/* some multilayers have the combined buffer with names A B G R saved */
if (name[1] == 0) {
echan->chan_id = name[0];
layname[0] = '\0';
strcpy(passname, "Combined");
return 1;
}
2012-06-13 17:27:49 +00:00
A couple more changes to the file and image nodes to improve access to layers that don't follow Blender's rlayer.rpass naming scheme. --- Changes to File Output node --- * Flat layer names in EXR multilayer files. For a socket with name "AAA" the previous resulting EXR layer name would be "AAA.AAA", i.e. the render layer as well as render pass would use the socket name. Now the "render_layer.render_pass" scheme is ignored in multilayer files, socket names are directly written to EXR layers (EXR layer name is "AAA" in this example). If sockets should have a notion of "render layer" this can still be achieved by explicitly adding a separator, e.g. "AAA.BBB". When loading such layers into a Blender Image struct, the name is interpreted as a "render_layer.render_pass" again (although the image node does not care about it, see below). * Socket sub-paths (for singlelayer) or layer names (for multilayer) are stored in dedicated string variables in the socket storage data. This way the RNA can define precise string subtypes (PROP_FILEPATH) and length. The file/layer slots are defined as separate structs with own name properties in the RNA as well, so they can be used nicely with the list template. * Ensure unique socket paths/layer names to prevent overwriting of files and layers respectively. --- Changes to Image node --- * Loading multilayer OpenEXR files has improved layer name splitting into render layer + render pass names now. This properly supports arbitrary EXR layer names now. Example: OpenEXR layer name: AAA.BBB.CCC is split into Render layer name: AAA.BBB Render pass name: CCC If the layer name has no '.' separators the render layer name is empty. * Image node ignores the selected render layer in the image user data. Instead all existing layers are displayed at the same time by combining the render layer names with render pass names again, to reconstruct the original EXR layer name. This avoids the problem that render layers with empty name are not selectetable in the dropdown and allows using all image layers at the same time without duplicating the node.
2012-05-11 08:06:01 +00:00
/* last token is single character channel identifier */
len = imb_exr_split_token(name, end, &token);
if (len == 0) {
printf("multilayer read: bad channel name: %s\n", name);
return 0;
}
else if (len == 1) {
echan->chan_id = token[0];
}
A couple more changes to the file and image nodes to improve access to layers that don't follow Blender's rlayer.rpass naming scheme. --- Changes to File Output node --- * Flat layer names in EXR multilayer files. For a socket with name "AAA" the previous resulting EXR layer name would be "AAA.AAA", i.e. the render layer as well as render pass would use the socket name. Now the "render_layer.render_pass" scheme is ignored in multilayer files, socket names are directly written to EXR layers (EXR layer name is "AAA" in this example). If sockets should have a notion of "render layer" this can still be achieved by explicitly adding a separator, e.g. "AAA.BBB". When loading such layers into a Blender Image struct, the name is interpreted as a "render_layer.render_pass" again (although the image node does not care about it, see below). * Socket sub-paths (for singlelayer) or layer names (for multilayer) are stored in dedicated string variables in the socket storage data. This way the RNA can define precise string subtypes (PROP_FILEPATH) and length. The file/layer slots are defined as separate structs with own name properties in the RNA as well, so they can be used nicely with the list template. * Ensure unique socket paths/layer names to prevent overwriting of files and layers respectively. --- Changes to Image node --- * Loading multilayer OpenEXR files has improved layer name splitting into render layer + render pass names now. This properly supports arbitrary EXR layer names now. Example: OpenEXR layer name: AAA.BBB.CCC is split into Render layer name: AAA.BBB Render pass name: CCC If the layer name has no '.' separators the render layer name is empty. * Image node ignores the selected render layer in the image user data. Instead all existing layers are displayed at the same time by combining the render layer names with render pass names again, to reconstruct the original EXR layer name. This avoids the problem that render layers with empty name are not selectetable in the dropdown and allows using all image layers at the same time without duplicating the node.
2012-05-11 08:06:01 +00:00
else if (len > 1) {
bool ok = false;
if (len == 2) {
/* some multilayers are using two-letter channels name,
* like, MX or NZ, which is basically has structure of
* <pass_prefix><component>
*
* This is a bit silly, but see file from [#35658].
*
* Here we do some magic to distinguish such cases.
*/
if (ELEM3(token[1], 'X', 'Y', 'Z') ||
ELEM3(token[1], 'R', 'G', 'B') ||
ELEM3(token[1], 'U', 'V', 'A'))
{
echan->chan_id = token[1];
ok = true;
}
}
if (ok == false) {
BLI_strncpy(tokenbuf, token, std::min(len + 1, EXR_TOT_MAXNAME));
printf("multilayer read: channel token too long: %s\n", tokenbuf);
return 0;
}
}
2012-06-13 17:27:49 +00:00
end -= len + 1; /* +1 to skip '.' separator */
A couple more changes to the file and image nodes to improve access to layers that don't follow Blender's rlayer.rpass naming scheme. --- Changes to File Output node --- * Flat layer names in EXR multilayer files. For a socket with name "AAA" the previous resulting EXR layer name would be "AAA.AAA", i.e. the render layer as well as render pass would use the socket name. Now the "render_layer.render_pass" scheme is ignored in multilayer files, socket names are directly written to EXR layers (EXR layer name is "AAA" in this example). If sockets should have a notion of "render layer" this can still be achieved by explicitly adding a separator, e.g. "AAA.BBB". When loading such layers into a Blender Image struct, the name is interpreted as a "render_layer.render_pass" again (although the image node does not care about it, see below). * Socket sub-paths (for singlelayer) or layer names (for multilayer) are stored in dedicated string variables in the socket storage data. This way the RNA can define precise string subtypes (PROP_FILEPATH) and length. The file/layer slots are defined as separate structs with own name properties in the RNA as well, so they can be used nicely with the list template. * Ensure unique socket paths/layer names to prevent overwriting of files and layers respectively. --- Changes to Image node --- * Loading multilayer OpenEXR files has improved layer name splitting into render layer + render pass names now. This properly supports arbitrary EXR layer names now. Example: OpenEXR layer name: AAA.BBB.CCC is split into Render layer name: AAA.BBB Render pass name: CCC If the layer name has no '.' separators the render layer name is empty. * Image node ignores the selected render layer in the image user data. Instead all existing layers are displayed at the same time by combining the render layer names with render pass names again, to reconstruct the original EXR layer name. This avoids the problem that render layers with empty name are not selectetable in the dropdown and allows using all image layers at the same time without duplicating the node.
2012-05-11 08:06:01 +00:00
/* second token is pass name */
len = imb_exr_split_token(name, end, &token);
if (len == 0) {
printf("multilayer read: bad channel name: %s\n", name);
return 0;
}
2012-06-13 17:27:49 +00:00
BLI_strncpy(passname, token, len + 1);
end -= len + 1; /* +1 to skip '.' separator */
A couple more changes to the file and image nodes to improve access to layers that don't follow Blender's rlayer.rpass naming scheme. --- Changes to File Output node --- * Flat layer names in EXR multilayer files. For a socket with name "AAA" the previous resulting EXR layer name would be "AAA.AAA", i.e. the render layer as well as render pass would use the socket name. Now the "render_layer.render_pass" scheme is ignored in multilayer files, socket names are directly written to EXR layers (EXR layer name is "AAA" in this example). If sockets should have a notion of "render layer" this can still be achieved by explicitly adding a separator, e.g. "AAA.BBB". When loading such layers into a Blender Image struct, the name is interpreted as a "render_layer.render_pass" again (although the image node does not care about it, see below). * Socket sub-paths (for singlelayer) or layer names (for multilayer) are stored in dedicated string variables in the socket storage data. This way the RNA can define precise string subtypes (PROP_FILEPATH) and length. The file/layer slots are defined as separate structs with own name properties in the RNA as well, so they can be used nicely with the list template. * Ensure unique socket paths/layer names to prevent overwriting of files and layers respectively. --- Changes to Image node --- * Loading multilayer OpenEXR files has improved layer name splitting into render layer + render pass names now. This properly supports arbitrary EXR layer names now. Example: OpenEXR layer name: AAA.BBB.CCC is split into Render layer name: AAA.BBB Render pass name: CCC If the layer name has no '.' separators the render layer name is empty. * Image node ignores the selected render layer in the image user data. Instead all existing layers are displayed at the same time by combining the render layer names with render pass names again, to reconstruct the original EXR layer name. This avoids the problem that render layers with empty name are not selectetable in the dropdown and allows using all image layers at the same time without duplicating the node.
2012-05-11 08:06:01 +00:00
/* all preceding tokens combined as layer name */
if (end > name)
2012-06-13 17:27:49 +00:00
BLI_strncpy(layname, name, (int)(end - name) + 1);
A couple more changes to the file and image nodes to improve access to layers that don't follow Blender's rlayer.rpass naming scheme. --- Changes to File Output node --- * Flat layer names in EXR multilayer files. For a socket with name "AAA" the previous resulting EXR layer name would be "AAA.AAA", i.e. the render layer as well as render pass would use the socket name. Now the "render_layer.render_pass" scheme is ignored in multilayer files, socket names are directly written to EXR layers (EXR layer name is "AAA" in this example). If sockets should have a notion of "render layer" this can still be achieved by explicitly adding a separator, e.g. "AAA.BBB". When loading such layers into a Blender Image struct, the name is interpreted as a "render_layer.render_pass" again (although the image node does not care about it, see below). * Socket sub-paths (for singlelayer) or layer names (for multilayer) are stored in dedicated string variables in the socket storage data. This way the RNA can define precise string subtypes (PROP_FILEPATH) and length. The file/layer slots are defined as separate structs with own name properties in the RNA as well, so they can be used nicely with the list template. * Ensure unique socket paths/layer names to prevent overwriting of files and layers respectively. --- Changes to Image node --- * Loading multilayer OpenEXR files has improved layer name splitting into render layer + render pass names now. This properly supports arbitrary EXR layer names now. Example: OpenEXR layer name: AAA.BBB.CCC is split into Render layer name: AAA.BBB Render pass name: CCC If the layer name has no '.' separators the render layer name is empty. * Image node ignores the selected render layer in the image user data. Instead all existing layers are displayed at the same time by combining the render layer names with render pass names again, to reconstruct the original EXR layer name. This avoids the problem that render layers with empty name are not selectetable in the dropdown and allows using all image layers at the same time without duplicating the node.
2012-05-11 08:06:01 +00:00
else
layname[0] = '\0';
2012-06-13 17:27:49 +00:00
return 1;
}
static ExrLayer *imb_exr_get_layer(ListBase *lb, char *layname)
{
2012-06-13 17:27:49 +00:00
ExrLayer *lay = (ExrLayer *)BLI_findstring(lb, layname, offsetof(ExrLayer, name));
2012-06-13 17:27:49 +00:00
if (lay == NULL) {
lay = (ExrLayer *)MEM_callocN(sizeof(ExrLayer), "exr layer");
BLI_addtail(lb, lay);
BLI_strncpy(lay->name, layname, EXR_LAY_MAXNAME);
}
return lay;
}
static ExrPass *imb_exr_get_pass(ListBase *lb, char *passname)
{
2012-06-13 17:27:49 +00:00
ExrPass *pass = (ExrPass *)BLI_findstring(lb, passname, offsetof(ExrPass, name));
2012-06-13 17:27:49 +00:00
if (pass == NULL) {
pass = (ExrPass *)MEM_callocN(sizeof(ExrPass), "exr pass");
if (strcmp(passname, "Combined") == 0)
BLI_addhead(lb, pass);
else
BLI_addtail(lb, pass);
}
BLI_strncpy(pass->name, passname, EXR_LAY_MAXNAME);
2012-06-13 17:27:49 +00:00
return pass;
}
/* creates channels, makes a hierarchy and assigns memory to channels */
static ExrHandle *imb_exr_begin_read_mem(InputFile *file, int width, int height)
{
ExrLayer *lay;
ExrPass *pass;
ExrChannel *echan;
2012-06-13 17:27:49 +00:00
ExrHandle *data = (ExrHandle *)IMB_exr_get_handle();
int a;
char layname[EXR_TOT_MAXNAME], passname[EXR_TOT_MAXNAME];
2012-06-13 17:27:49 +00:00
data->ifile = file;
data->width = width;
data->height = height;
const ChannelList &channels = data->ifile->header().channels();
for (ChannelList::ConstIterator i = channels.begin(); i != channels.end(); ++i)
IMB_exr_add_channel(data, NULL, i.name(), 0, 0, NULL);
2012-06-13 17:27:49 +00:00
/* now try to sort out how to assign memory to the channels */
/* first build hierarchical layer list */
2012-06-13 17:27:49 +00:00
for (echan = (ExrChannel *)data->channels.first; echan; echan = echan->next) {
if (imb_exr_split_channel_name(echan, layname, passname) ) {
ExrLayer *lay = imb_exr_get_layer(&data->layers, layname);
ExrPass *pass = imb_exr_get_pass(&lay->passes, passname);
pass->chan[pass->totchan] = echan;
pass->totchan++;
2012-06-13 17:27:49 +00:00
if (pass->totchan >= EXR_PASS_MAXCHAN)
break;
}
}
if (echan) {
printf("error, too many channels in one pass: %s\n", echan->name);
IMB_exr_close(data);
return NULL;
}
2012-06-13 17:27:49 +00:00
/* with some heuristics, try to merge the channels in buffers */
2012-06-13 17:27:49 +00:00
for (lay = (ExrLayer *)data->layers.first; lay; lay = lay->next) {
for (pass = (ExrPass *)lay->passes.first; pass; pass = pass->next) {
if (pass->totchan) {
2012-06-13 17:27:49 +00:00
pass->rect = (float *)MEM_mapallocN(width * height * pass->totchan * sizeof(float), "pass rect");
if (pass->totchan == 1) {
echan = pass->chan[0];
echan->rect = pass->rect;
echan->xstride = 1;
echan->ystride = width;
pass->chan_id[0] = echan->chan_id;
}
else {
char lookup[256];
2012-06-13 17:27:49 +00:00
memset(lookup, 0, sizeof(lookup));
2012-06-13 17:27:49 +00:00
/* we can have RGB(A), XYZ(W), UVA */
2012-06-13 17:27:49 +00:00
if (pass->totchan == 3 || pass->totchan == 4) {
if (pass->chan[0]->chan_id == 'B' || pass->chan[1]->chan_id == 'B' || pass->chan[2]->chan_id == 'B') {
lookup[(unsigned int)'R'] = 0;
lookup[(unsigned int)'G'] = 1;
lookup[(unsigned int)'B'] = 2;
lookup[(unsigned int)'A'] = 3;
}
2012-06-13 17:27:49 +00:00
else if (pass->chan[0]->chan_id == 'Y' || pass->chan[1]->chan_id == 'Y' || pass->chan[2]->chan_id == 'Y') {
lookup[(unsigned int)'X'] = 0;
lookup[(unsigned int)'Y'] = 1;
lookup[(unsigned int)'Z'] = 2;
lookup[(unsigned int)'W'] = 3;
}
else {
2012-06-13 17:27:49 +00:00
lookup[(unsigned int)'U'] = 0;
lookup[(unsigned int)'V'] = 1;
lookup[(unsigned int)'A'] = 2;
}
2012-06-13 17:27:49 +00:00
for (a = 0; a < pass->totchan; a++) {
echan = pass->chan[a];
echan->rect = pass->rect + lookup[(unsigned int)echan->chan_id];
echan->xstride = pass->totchan;
echan->ystride = width * pass->totchan;
pass->chan_id[(unsigned int)lookup[(unsigned int)echan->chan_id]] = echan->chan_id;
}
}
else { /* unknown */
2012-06-13 17:27:49 +00:00
for (a = 0; a < pass->totchan; a++) {
echan = pass->chan[a];
echan->rect = pass->rect + a;
echan->xstride = pass->totchan;
echan->ystride = width * pass->totchan;
pass->chan_id[a] = echan->chan_id;
}
}
}
}
}
}
2012-06-13 17:27:49 +00:00
return data;
Four-in-one commit: (NOTE: new include dependency in Render module, might need MSVC update! It has to include the imbuf/intern/openexr/ directory in search path) -> New Composite node: "Hue Saturation". Works like the former 'post process' menu. There's no gamma, brightness or multiply needed in this node, for that the Curves Node functions better. -> Enabled Toolbox in Node editor This now also replaces the SHIFT+A for adding nodes. The nodes are automatically added to the menus, using the 'class' category from the type definition. Current classes are (compositor examples): Inputs: RenderResult, Image Outputs: Composite, Viewer Color Ops: RGB Curves, Mix, Hue Saturation, AlphaOver Vector Ops: Normal, Vector Curves, Map Value Filters: Filter, Blur, VectorBlur Convertors: ColorRamp, RGBtoBW, Separate RGBA, Separate HSVA, Set Alpha Generators: RGB, Value, Time Groups: the list of custom defined nodes -> OpenEXR tile saving support Created an API for for saving tile-based Images with an unlimited amount of layers/channels. I've tested it for 'render result' now, with the idea that this can (optionally) replace the current inserting of tiles in the main result buffers. Especially with a lot of layers, the used memory for these buffers can easily go into the 100s of megs. Two other advantages: - all 'render result' layers can be saved entirely in a single file, for later use in compositing, also for animation output. - on each render, per scene, a unique temp file can be stored, allowing to re-use these temp files on starting Blender or loading files, showing the last result of a render command. The option is currently disabled, needs more work... but I had to commit this because of the rest of the work I did! -> Bug fix The Image node didn't call an execute event when browsing another image.
2006-02-18 13:28:44 +00:00
}
/* ********************************************************* */
/* debug only */
static void exr_print_filecontents(InputFile *file)
{
const ChannelList &channels = file->header().channels();
2012-06-13 17:27:49 +00:00
for (ChannelList::ConstIterator i = channels.begin(); i != channels.end(); ++i) {
const Channel &channel = i.channel();
printf("OpenEXR-load: Found channel %s of type %d\n", i.name(), channel.type);
}
}
/* for non-multilayer, map R G B A channel names to something that's in this file */
static const char *exr_rgba_channelname(InputFile *file, const char *chan)
{
const ChannelList &channels = file->header().channels();
2012-06-13 17:27:49 +00:00
for (ChannelList::ConstIterator i = channels.begin(); i != channels.end(); ++i) {
/* const Channel &channel = i.channel(); */ /* Not used yet */
2012-06-13 17:27:49 +00:00
const char *str = i.name();
int len = strlen(str);
if (len) {
2012-06-13 17:27:49 +00:00
if (BLI_strcasecmp(chan, str + len - 1) == 0) {
return str;
}
}
}
return chan;
}
static int exr_has_zbuffer(InputFile *file)
{
return !(file->header().channels().findChannel("Z") == NULL);
}
static int exr_has_alpha(InputFile *file)
{
return !(file->header().channels().findChannel("A") == NULL);
}
static int exr_is_multilayer(InputFile *file)
Four-in-one commit: (NOTE: new include dependency in Render module, might need MSVC update! It has to include the imbuf/intern/openexr/ directory in search path) -> New Composite node: "Hue Saturation". Works like the former 'post process' menu. There's no gamma, brightness or multiply needed in this node, for that the Curves Node functions better. -> Enabled Toolbox in Node editor This now also replaces the SHIFT+A for adding nodes. The nodes are automatically added to the menus, using the 'class' category from the type definition. Current classes are (compositor examples): Inputs: RenderResult, Image Outputs: Composite, Viewer Color Ops: RGB Curves, Mix, Hue Saturation, AlphaOver Vector Ops: Normal, Vector Curves, Map Value Filters: Filter, Blur, VectorBlur Convertors: ColorRamp, RGBtoBW, Separate RGBA, Separate HSVA, Set Alpha Generators: RGB, Value, Time Groups: the list of custom defined nodes -> OpenEXR tile saving support Created an API for for saving tile-based Images with an unlimited amount of layers/channels. I've tested it for 'render result' now, with the idea that this can (optionally) replace the current inserting of tiles in the main result buffers. Especially with a lot of layers, the used memory for these buffers can easily go into the 100s of megs. Two other advantages: - all 'render result' layers can be saved entirely in a single file, for later use in compositing, also for animation output. - on each render, per scene, a unique temp file can be stored, allowing to re-use these temp files on starting Blender or loading files, showing the last result of a render command. The option is currently disabled, needs more work... but I had to commit this because of the rest of the work I did! -> Bug fix The Image node didn't call an execute event when browsing another image.
2006-02-18 13:28:44 +00:00
{
2012-06-13 17:27:49 +00:00
const StringAttribute *comments = file->header().findTypedAttribute<StringAttribute>("BlenderMultiChannel");
const ChannelList &channels = file->header().channels();
std::set <std::string> layerNames;
/* will not include empty layer names */
channels.layers(layerNames);
2012-06-13 17:27:49 +00:00
if (comments || layerNames.size() > 1)
return 1;
if (layerNames.size()) {
/* if layerNames is not empty, it means at least one layer is non-empty,
* but it also could be layers without names in the file and such case
* shall be considered a multilayer exr
*
* that's what we do here: test whether there're empty layer names together
* with non-empty ones in the file
*/
for (ChannelList::ConstIterator i = channels.begin(); i != channels.end(); i++) {
std::string layerName = i.name();
size_t pos = layerName.rfind ('.');
if (pos == std::string::npos)
return 1;
}
}
Four-in-one commit: (NOTE: new include dependency in Render module, might need MSVC update! It has to include the imbuf/intern/openexr/ directory in search path) -> New Composite node: "Hue Saturation". Works like the former 'post process' menu. There's no gamma, brightness or multiply needed in this node, for that the Curves Node functions better. -> Enabled Toolbox in Node editor This now also replaces the SHIFT+A for adding nodes. The nodes are automatically added to the menus, using the 'class' category from the type definition. Current classes are (compositor examples): Inputs: RenderResult, Image Outputs: Composite, Viewer Color Ops: RGB Curves, Mix, Hue Saturation, AlphaOver Vector Ops: Normal, Vector Curves, Map Value Filters: Filter, Blur, VectorBlur Convertors: ColorRamp, RGBtoBW, Separate RGBA, Separate HSVA, Set Alpha Generators: RGB, Value, Time Groups: the list of custom defined nodes -> OpenEXR tile saving support Created an API for for saving tile-based Images with an unlimited amount of layers/channels. I've tested it for 'render result' now, with the idea that this can (optionally) replace the current inserting of tiles in the main result buffers. Especially with a lot of layers, the used memory for these buffers can easily go into the 100s of megs. Two other advantages: - all 'render result' layers can be saved entirely in a single file, for later use in compositing, also for animation output. - on each render, per scene, a unique temp file can be stored, allowing to re-use these temp files on starting Blender or loading files, showing the last result of a render command. The option is currently disabled, needs more work... but I had to commit this because of the rest of the work I did! -> Bug fix The Image node didn't call an execute event when browsing another image.
2006-02-18 13:28:44 +00:00
return 0;
}
Color Management, Stage 2: Switch color pipeline to use OpenColorIO Replace old color pipeline which was supporting linear/sRGB color spaces only with OpenColorIO-based pipeline. This introduces two configurable color spaces: - Input color space for images and movie clips. This space is used to convert images/movies from color space in which file is saved to Blender's linear space (for float images, byte images are not internally converted, only input space is stored for such images and used later). This setting could be found in image/clip data block settings. - Display color space which defines space in which particular display is working. This settings could be found in scene's Color Management panel. When render result is being displayed on the screen, apart from converting image to display space, some additional conversions could happen. This conversions are: - View, which defines tone curve applying before display transformation. These are different ways to view the image on the same display device. For example it could be used to emulate film view on sRGB display. - Exposure affects on image exposure before tone map is applied. - Gamma is post-display gamma correction, could be used to match particular display gamma. - RGB curves are user-defined curves which are applying before display transformation, could be used for different purposes. All this settings by default are only applying on render result and does not affect on other images. If some particular image needs to be affected by this transformation, "View as Render" setting of image data block should be set to truth. Movie clips are always affected by all display transformations. This commit also introduces configurable color space in which sequencer is working. This setting could be found in scene's Color Management panel and it should be used if such stuff as grading needs to be done in color space different from sRGB (i.e. when Film view on sRGB display is use, using VD16 space as sequencer's internal space would make grading working in space which is close to the space using for display). Some technical notes: - Image buffer's float buffer is now always in linear space, even if it was created from 16bit byte images. - Space of byte buffer is stored in image buffer's rect_colorspace property. - Profile of image buffer was removed since it's not longer meaningful. - OpenGL and GLSL is supposed to always work in sRGB space. It is possible to support other spaces, but it's quite large project which isn't so much important. - Legacy Color Management option disabled is emulated by using None display. It could have some regressions, but there's no clear way to avoid them. - If OpenColorIO is disabled on build time, it should make blender behaving in the same way as previous release with color management enabled. More details could be found at this page (more details would be added soon): http://wiki.blender.org/index.php/Dev:Ref/Release_Notes/2.64/Color_Management -- Thanks to Xavier Thomas, Lukas Toene for initial work on OpenColorIO integration and to Brecht van Lommel for some further development and code/ usecase review!
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struct ImBuf *imb_load_openexr(unsigned char *mem, size_t size, int flags, char colorspace[IM_MAX_SPACE])
{
struct ImBuf *ibuf = NULL;
InputFile *file = NULL;
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if (imb_is_a_openexr(mem) == 0) return(NULL);
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Color Management, Stage 2: Switch color pipeline to use OpenColorIO Replace old color pipeline which was supporting linear/sRGB color spaces only with OpenColorIO-based pipeline. This introduces two configurable color spaces: - Input color space for images and movie clips. This space is used to convert images/movies from color space in which file is saved to Blender's linear space (for float images, byte images are not internally converted, only input space is stored for such images and used later). This setting could be found in image/clip data block settings. - Display color space which defines space in which particular display is working. This settings could be found in scene's Color Management panel. When render result is being displayed on the screen, apart from converting image to display space, some additional conversions could happen. This conversions are: - View, which defines tone curve applying before display transformation. These are different ways to view the image on the same display device. For example it could be used to emulate film view on sRGB display. - Exposure affects on image exposure before tone map is applied. - Gamma is post-display gamma correction, could be used to match particular display gamma. - RGB curves are user-defined curves which are applying before display transformation, could be used for different purposes. All this settings by default are only applying on render result and does not affect on other images. If some particular image needs to be affected by this transformation, "View as Render" setting of image data block should be set to truth. Movie clips are always affected by all display transformations. This commit also introduces configurable color space in which sequencer is working. This setting could be found in scene's Color Management panel and it should be used if such stuff as grading needs to be done in color space different from sRGB (i.e. when Film view on sRGB display is use, using VD16 space as sequencer's internal space would make grading working in space which is close to the space using for display). Some technical notes: - Image buffer's float buffer is now always in linear space, even if it was created from 16bit byte images. - Space of byte buffer is stored in image buffer's rect_colorspace property. - Profile of image buffer was removed since it's not longer meaningful. - OpenGL and GLSL is supposed to always work in sRGB space. It is possible to support other spaces, but it's quite large project which isn't so much important. - Legacy Color Management option disabled is emulated by using None display. It could have some regressions, but there's no clear way to avoid them. - If OpenColorIO is disabled on build time, it should make blender behaving in the same way as previous release with color management enabled. More details could be found at this page (more details would be added soon): http://wiki.blender.org/index.php/Dev:Ref/Release_Notes/2.64/Color_Management -- Thanks to Xavier Thomas, Lukas Toene for initial work on OpenColorIO integration and to Brecht van Lommel for some further development and code/ usecase review!
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colorspace_set_default_role(colorspace, IM_MAX_SPACE, COLOR_ROLE_DEFAULT_FLOAT);
try
{
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Mem_IStream *membuf = new Mem_IStream(mem, size);
int is_multi;
file = new InputFile(*membuf);
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Box2i dw = file->header().dataWindow();
const int width = dw.max.x - dw.min.x + 1;
const int height = dw.max.y - dw.min.y + 1;
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//printf("OpenEXR-load: image data window %d %d %d %d\n",
// dw.min.x, dw.min.y, dw.max.x, dw.max.y);
if (0) // debug
exr_print_filecontents(file);
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is_multi = exr_is_multilayer(file);
/* do not make an ibuf when */
if (is_multi && !(flags & IB_test) && !(flags & IB_multilayer)) {
printf("Error: can't process EXR multilayer file\n");
}
else {
const int is_alpha = exr_has_alpha(file);
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ibuf = IMB_allocImBuf(width, height, is_alpha ? 32 : 24, 0);
if (hasXDensity(file->header())) {
ibuf->ppm[0] = xDensity(file->header()) * 39.3700787f;
ibuf->ppm[1] = ibuf->ppm[0] * (double)file->header().pixelAspectRatio();
}
ibuf->ftype = OPENEXR;
if (!(flags & IB_test)) {
if (is_multi) { /* only enters with IB_multilayer flag set */
/* constructs channels for reading, allocates memory in channels */
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ExrHandle *handle = imb_exr_begin_read_mem(file, width, height);
if (handle) {
IMB_exr_read_channels(handle);
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ibuf->userdata = handle; /* potential danger, the caller has to check for this! */
}
}
else {
FrameBuffer frameBuffer;
float *first;
int xstride = sizeof(float) * 4;
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int ystride = -xstride * width;
imb_addrectfloatImBuf(ibuf);
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/* inverse correct first pixel for datawindow coordinates (- dw.min.y because of y flip) */
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first = ibuf->rect_float - 4 * (dw.min.x - dw.min.y * width);
/* but, since we read y-flipped (negative y stride) we move to last scanline */
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first += 4 * (height - 1) * width;
frameBuffer.insert(exr_rgba_channelname(file, "R"),
Slice(Imf::FLOAT, (char *) first, xstride, ystride));
frameBuffer.insert(exr_rgba_channelname(file, "G"),
Slice(Imf::FLOAT, (char *) (first + 1), xstride, ystride));
frameBuffer.insert(exr_rgba_channelname(file, "B"),
Slice(Imf::FLOAT, (char *) (first + 2), xstride, ystride));
/* 1.0 is fill value, this still needs to be assigned even when (is_alpha == 0) */
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frameBuffer.insert(exr_rgba_channelname(file, "A"),
Slice(Imf::FLOAT, (char *) (first + 3), xstride, ystride, 1, 1, 1.0f));
if (exr_has_zbuffer(file)) {
float *firstz;
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addzbuffloatImBuf(ibuf);
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firstz = ibuf->zbuf_float - (dw.min.x - dw.min.y * width);
firstz += (height - 1) * width;
frameBuffer.insert("Z", Slice(Imf::FLOAT, (char *)firstz, sizeof(float), -width * sizeof(float)));
}
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file->setFrameBuffer(frameBuffer);
file->readPixels(dw.min.y, dw.max.y);
// XXX, ImBuf has no nice way to deal with this.
// ideally IM_rect would be used when the caller wants a rect BUT
// at the moment all functions use IM_rect.
// Disabling this is ok because all functions should check if a rect exists and create one on demand.
//
// Disabling this because the sequencer frees immediate.
//
// if (flag & IM_rect)
// IMB_rect_from_float(ibuf);
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/* file is no longer needed */
delete file;
}
}
Alpha premul pipeline cleanup This assumptions are now made: - Internally float buffers are always linear alpha-premul colors - Readers should worry about delivering float buffers with that assumptions. - There's an input image setting to say whether it's stored with straight/premul alpha on the disk. - Byte buffers are now assumed have straight alpha, readers should deliver straight alpha. Some implementation details: - Removed scene's color unpremultiply setting, which was very much confusing and was wrong for default settings. Now all renderers assumes to deliver premultiplied alpha. - IMB_buffer_byte_from_float will now linearize alpha when converting from buffer. - Sequencer's effects were changed to assume bytes have got straight alpha. Most of effects will work with bytes still, however for glow it was more tricky to avoid data loss, so there's a commented out glow implementation which converts byte buffer to floats first, operates on floats and returns bytes back. It's slower and not sure if it should actually be used -- who're using glow on alpha anyway? - Sequencer modifiers should also be working nice with straight bytes now. - GLSL preview will predivide float textures to make nice shading, shading with byte textures worked nice (GLSL was assuming straight alpha). - Blender Internal will set alpha=1 to the whole sky. The same happens in Cycles and there's no way to avoid this -- sky is neither straight nor premul and doesn't fit color pipeline well. - Straight alpha mode for render result was also eliminated. - Conversion to correct alpha need to be done before linearizing float buffer. - TIFF will now load and save files with proper alpha mode setting in file meta data header. - Remove Use Alpha from texture mapping and replaced with image datablock setting. Behaves much more predictable and clear from code point of view and solves possible regressions when non-premultiplied images were used as textures with ignoring alpha channel.
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if (flags & IB_alphamode_detect)
ibuf->flags |= IB_alphamode_premul;
}
return(ibuf);
}
catch (const std::exception &exc)
{
std::cerr << exc.what() << std::endl;
if (ibuf) IMB_freeImBuf(ibuf);
delete file;
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return (0);
}
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}
void imb_initopenexr(void)
{
int num_threads = BLI_system_thread_count();
setGlobalThreadCount(num_threads);
}
} // export "C"