Without this - there wasnt a good way to ensure addons were aware of new data being loading in new files.
requested by request by liquidape and maccuno.
This is need since some images (like normal maps, textures and so) would
want to be viewed without any tone map applied on them. On the same time
it's possible that some images would want to be affected by tone maps,
and renders would always want to be affected by tone maps.
After long discussion with Brecht we decided less painful and most clear
way would be to simply add "View as Render" option to image datablocks.
If this option is enabled for image, both settings from Display and
Render blocks of color management settings would be applied on display.
If this option is disabled, only display transform with default view and
no exposure/gamma/curves would be applied.
Render result and compositor viewers would always have "View as Render"
enabled.
There's separated setting when image is saving which says whether saved
image should be affected by render part of color management settings.
This option is enabled by default for render result/node viewer and
disabled by default for all the rest images. This option wouldn't have
affect when saving to float formats such as EXR.
This commit hopefully finishes color management pipeline changes, implements
some missed functionality and fixes some bugs.
Mainly changes are related on getting rid of old Color Management flag which
became counter-intuitive in conjunction with OpenColorIO.
Now color management is always assuming to be enabled and non-color managed
pipeline is emulated using display device called None. This display has got
single view which is basically NO-OP (raw) transformation, not applying any
tone curve and displays colors AS-IS. In most cases it behaves the same as
disabling Color Management in shading panel, but there is at least one known
difference in behavior: compositor and sequence editors would output images
in linear space, not in sRGB as it used to be before.
It'll be quite tricky to make this behave in exactly the same way as it
used to, and not sure if we really need to do it.
3D viewport is supposed to be working in sRGB space, no tonemaps would be
applied there. This is another case where compatibility breaks in comparison
with old color management pipeline, but supporting display transformation
would be tricky since it'll also be needed to make GLSL shaders, textures
and so be aware of display transform.
Interface is now aware of display transformation, but it only uses default
display view, no exposure, gamma or curve mapping is supported there.
This is so color widgets could apply display transformation in both
directions. Such behavior is a bit counter-intuitive, but it's currently
the only way to make color picking working smoothly. In theory we'll need
to support color picking color space, but it'll be also a bit tricky since
in Blender display transform is configurable from the interface and could
be used for artistics needs and in such design it's not possible to figure
out invertable color space which could be used for color picking.
In other software it's not so big issue since all color spaces, display
transform and so are strictly defined by pipeline and in this case it is
possible to define color picking space which would be close enough to
display space.
Sequencer's color space now could be configured from the interface --
it's settings are situated in Scene buttons, Color Management panel.
Default space is sRGB. It was made configurable because we used vd16
color space during Mango which was close to Film view used by grading
department.
Sequencer will convert float buffers to this color space before operating
with them hopefully giving better results. Byte buffers wouldn't be
converted to this color space an they'll be handled in their own colors[ace.
Converting them to sequencer's working space would lead to precision loss
without much visible benefits. It shouldn't be an issue since float and
byte images would never be blended together -- byte image would be converted
to float first if it's needed to be blended with float image.
Byte buffers now allowed to be color managed. This was needed to make code
in such areas as baking and rendering don't have hardcoded linear to sRGB
conversions, making things more clear from code point of view.
Input color space is now assigning on image/movie clip load and default
roles are used for this. So for float images default space would be rec709
and for byte images default space would be sRGB.
Added Non-Color color space which is aimed to be used for such things as
normal/heights maps. It's currently the same as raw colorspace, just has
got more clear naming for users. Probably we'll also need to make it not
affected by display transformation.
Think this is all main pipeline-related changes, more details would be there:
http://wiki.blender.org/index.php/Dev:Ref/Release_Notes/2.64/Color_Management
Other changes and fixes:
- Lots of internal code clean up in color management module.
- Made OpenColorIO module using guarded memory allocation. This allowed to
fix couple of memory leaks and would help preventing leaks in the future.
- Made sure color unpremultiply and dither are supported by all OpenColorIO
defined color transformations.
- Made compositor's preview images be aware of display transformation.
Legacy compositor still uses old Color Management flags, but likely we'll
disable compositor for the release and remove legacy code soon, so don't
think we'll need to spend time on porting that code to new color management
system.
- Made OpenGL rendering be aware of display transform when saving render
result. Now it behaves in the same way as regular rendering.
TODO:
- HSV widgets are using linear rgb/sRGB conversions for single channel,
not sure how this should be ported to new color pipeline.
- Image stamp would use hardcoded linear rgb to sRGB conversion for
filling rectangles. Probably it should use default display view
for this instead, would check this with Brecht.
- Get rid of None color space which was only used for compatibility reasons.
- Made it more clear which color spaces could be used as input space.
- There're also some remained TODO's in the code marked as OCIO_TODO,
but wouldn't consider them as stoppers for at least this commit.
This way we can do predictable key-shortcut-chaining. Eg.
Shift+A, M, O --- adds a metaball cone.
In editmode
Ctrl+V, X, A --- Assign new vertex group.
use an enum typedef for button types. it was quite annoying debugging UI code since the defines are bit-shifted. GDB would show but->type as 13824 and blender define was (27 << 9).
Now but->type shows as a humanly readable names.
Undo would leave BMEditMesh->me pointer NULL, this would likely crash EDBM_verts_mirror_cache_begin() too.
Rather then restore 'me', remove the pointer altogether and use BMEditMesh->ob->data to save us having to keep track of 2 pointers.
instead of checking if the mouse is over another button to exit the popup.
Just check if the mouse is outside the rect-union between the button and the popup.
This fixes [#32399] VSE doesn't show last 3 frames of Quicktime movie.
Some decoders store frames internally until EOF.
So one has to feed the decoding engine with empty packets after EOF
until all frames could be extracted properly.
This would use proper draw_pbvh for initially calculated PBVH.
Wasn't harmful since this flag used to be updated form update_mesh_elements,
but it's still better to have things consistent all over.
- sample weight didnt work when the object was transformed.
- sample weight didnt work when vertex selection was enabled.
- 'All faces' option is used by weight paint mode, but there was no UI access.
add ED_mesh_pick_face_vert(). which uses the face selection buffer but returns the closest vertex.