This commit makes BKE_image_acquire_ibuf referencing result, which means once some area requested for image buffer, it'll be guaranteed this buffer wouldn't be freed by image signal. To de-reference buffer BKE_image_release_ibuf should now always be used. To make referencing working correct we can not rely on result of image_get_ibuf_threadsafe called outside from thread lock. This is so because we need to guarantee getting image buffer from list of loaded buffers and it's referencing happens atomic. Without lock here it is possible that between call of image_get_ibuf_threadsafe and referencing the buffer IMA_SIGNAL_FREE would be called. Image signal handling too is blocking now to prevent such a situation. Threads are locking by spinlock, which are faster than mutexes. There were some slowdown reports in the past about render slowdown when using OSX on Xeon CPU. It shouldn't happen with spin locks, but more tests on different hardware would be really welcome. So far can not see speed regressions on own computers. This commit also removes BKE_image_get_ibuf, because it was not so intuitive when get_ibuf and acquire_ibuf should be used. Thanks to Ton and Brecht for discussion/review :)
260 lines
7.5 KiB
C++
260 lines
7.5 KiB
C++
/*
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* ***** BEGIN GPL LICENSE BLOCK *****
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*
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* This program is free software; you can redistribute it and/or
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* modify it under the terms of the GNU General Public License
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* as published by the Free Software Foundation; either version 2
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* of the License, or (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, write to the Free Software Foundation,
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* Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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*
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* Contributor(s): Chingiz Dyussenov, Arystanbek Dyussenov, Jan Diederich, Tod Liverseed,
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* Nathan Letwory
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*
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* ***** END GPL LICENSE BLOCK *****
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*/
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/** \file blender/collada/ImageExporter.cpp
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* \ingroup collada
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*/
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#include "COLLADABUURI.h"
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#include "COLLADASWImage.h"
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extern "C" {
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#include "DNA_texture_types.h"
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#include "DNA_image_types.h"
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#include "DNA_meshdata_types.h"
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#include "BKE_customdata.h"
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#include "BKE_global.h"
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#include "BKE_image.h"
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#include "BKE_main.h"
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#include "BKE_mesh.h"
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#include "BLI_fileops.h"
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#include "BLI_path_util.h"
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#include "BLI_string.h"
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#include "IMB_imbuf_types.h"
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}
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#include "ImageExporter.h"
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#include "MaterialExporter.h"
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ImagesExporter::ImagesExporter(COLLADASW::StreamWriter *sw, const ExportSettings *export_settings) : COLLADASW::LibraryImages(sw), export_settings(export_settings)
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{
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}
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void ImagesExporter::export_UV_Image(Image *image, bool use_copies)
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{
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std::string name(id_name(image));
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std::string translated_name(translate_id(name));
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bool not_yet_exported = find(mImages.begin(), mImages.end(), translated_name) == mImages.end();
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if (not_yet_exported) {
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ImBuf *imbuf = BKE_image_acquire_ibuf(image, NULL, NULL);
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if (!imbuf) {
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fprintf(stderr, "Collada export: image does not exist:\n%s\n", image->name);
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return;
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}
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bool is_dirty = imbuf->userflags & IB_BITMAPDIRTY;
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ImageFormatData imageFormat;
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BKE_imbuf_to_image_format(&imageFormat, imbuf);
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short image_source = image->source;
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bool is_generated = image_source == IMA_SRC_GENERATED;
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bool is_packed = image->packedfile != NULL;
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char export_path[FILE_MAX];
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char source_path[FILE_MAX];
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char export_dir[FILE_MAX];
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char export_file[FILE_MAX];
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// Destination folder for exported assets
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BLI_split_dir_part(this->export_settings->filepath, export_dir, sizeof(export_dir));
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if (is_generated || is_dirty || use_copies || is_packed) {
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// make absolute destination path
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BLI_strncpy(export_file, name.c_str(), sizeof(export_file));
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BKE_add_image_extension(export_file, imageFormat.imtype);
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BLI_join_dirfile(export_path, sizeof(export_path), export_dir, export_file);
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// make dest directory if it doesn't exist
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BLI_make_existing_file(export_path);
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}
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if (is_generated || is_dirty || is_packed) {
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// This image in its current state only exists in Blender memory.
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// So we have to export it. The export will keep the image state intact,
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// so the exported file will not be associated with the image.
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if (BKE_imbuf_write_as(imbuf, export_path, &imageFormat, true) == 0) {
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fprintf(stderr, "Collada export: Cannot export image to:\n%s\n", export_path);
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return;
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}
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BLI_strncpy(export_path, export_file, sizeof(export_path));
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}
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else {
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// make absolute source path
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BLI_strncpy(source_path, image->name, sizeof(source_path));
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BLI_path_abs(source_path, G.main->name);
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BLI_cleanup_path(NULL, source_path);
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if (use_copies) {
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// This image is already located on the file system.
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// But we want to create copies here.
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// To move images into the same export directory.
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// Note: If an image is already located in the export folder,
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// then skip the copy (as it would result in a file copy error).
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if (BLI_path_cmp(source_path, export_path) != 0) {
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if (BLI_copy(source_path, export_path) != 0) {
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fprintf(stderr, "Collada export: Cannot copy image:\n source:%s\ndest :%s\n", source_path, export_path);
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return;
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}
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}
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BLI_strncpy(export_path, export_file, sizeof(export_path));
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}
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else {
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// Do not make any copies, but use the source path directly as reference
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// to the original image
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BLI_strncpy(export_path, source_path, sizeof(export_path));
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}
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}
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COLLADASW::Image img(COLLADABU::URI(COLLADABU::URI::nativePathToUri(export_path)), translated_name, translated_name); /* set name also to mNameNC. This helps other viewers import files exported from Blender better */
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img.add(mSW);
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fprintf(stdout, "Collada export: Added image: %s\n", export_file);
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mImages.push_back(translated_name);
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BKE_image_release_ibuf(image, imbuf, NULL);
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}
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}
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void ImagesExporter::export_UV_Images()
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{
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std::set<Image *> uv_textures;
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LinkNode *node;
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bool use_texture_copies = this->export_settings->use_texture_copies;
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bool active_uv_only = this->export_settings->active_uv_only;
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for (node = this->export_settings->export_set; node; node = node->next) {
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Object *ob = (Object *)node->link;
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if (ob->type == OB_MESH && ob->totcol) {
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Mesh *me = (Mesh *) ob->data;
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BKE_mesh_tessface_ensure(me);
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int active_uv_layer = CustomData_get_active_layer_index(&me->pdata, CD_MTEXPOLY);
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for (int i = 0; i < me->pdata.totlayer; i++) {
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if (me->pdata.layers[i].type == CD_MTEXPOLY) {
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if (!active_uv_only || active_uv_layer == i)
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{
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MTexPoly *txface = (MTexPoly *)me->pdata.layers[i].data;
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for (int j = 0; j < me->totpoly; j++, txface++) {
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Image *ima = txface->tpage;
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if (ima == NULL)
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continue;
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bool not_in_list = uv_textures.find(ima) == uv_textures.end();
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if (not_in_list) {
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uv_textures.insert(ima);
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export_UV_Image(ima, use_texture_copies);
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}
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}
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}
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}
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}
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}
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}
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}
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bool ImagesExporter::hasImages(Scene *sce)
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{
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LinkNode *node;
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for (node = this->export_settings->export_set; node; node = node->next) {
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Object *ob = (Object *)node->link;
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int a;
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for (a = 0; a < ob->totcol; a++) {
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Material *ma = give_current_material(ob, a + 1);
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// no material, but check all of the slots
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if (!ma) continue;
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int b;
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for (b = 0; b < MAX_MTEX; b++) {
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MTex *mtex = ma->mtex[b];
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if (mtex && mtex->tex && mtex->tex->ima) return true;
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}
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}
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if (ob->type == OB_MESH) {
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Mesh *me = (Mesh *) ob->data;
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BKE_mesh_tessface_ensure(me);
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bool has_uvs = (bool)CustomData_has_layer(&me->fdata, CD_MTFACE);
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if (has_uvs) {
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int num_layers = CustomData_number_of_layers(&me->fdata, CD_MTFACE);
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for (int a = 0; a < num_layers; a++) {
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MTFace *tface = (MTFace *)CustomData_get_layer_n(&me->fdata, CD_MTFACE, a);
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Image *img = tface->tpage;
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if (img) return true;
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}
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}
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}
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}
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return false;
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}
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void ImagesExporter::exportImages(Scene *sce)
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{
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openLibrary();
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MaterialFunctor mf;
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if (this->export_settings->include_material_textures) {
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mf.forEachMaterialInExportSet<ImagesExporter>(sce, *this, this->export_settings->export_set);
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}
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if (this->export_settings->include_uv_textures) {
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export_UV_Images();
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}
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closeLibrary();
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}
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void ImagesExporter::operator()(Material *ma, Object *ob)
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{
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int a;
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bool use_texture_copies = this->export_settings->use_texture_copies;
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for (a = 0; a < MAX_MTEX; a++) {
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MTex *mtex = ma->mtex[a];
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if (mtex && mtex->tex && mtex->tex->ima) {
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Image *image = mtex->tex->ima;
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export_UV_Image(image, use_texture_copies);
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}
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}
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}
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