Commit Graph

84 Commits

Author SHA1 Message Date
Dalai Felinto
3312b20ac8 IMB buffer functions to take a mask as input
The mask make sure the conversion only happens in a few areas of the
buffer.

New Functions:
* IMB_buffer_byte_from_float_mask
* IMB_buffer_float_from_float_mask

The functions are an adaptation of their maskless counterparts without accepting different profiles for the input and output buffers.

Review: Sergey Sharybin
2014-05-02 20:56:16 -03:00
Campbell Barton
4ca67869cc Code cleanup: remove unused includes
Opted to keep includes if they are used indirectly (even if removing is possible).
2014-05-01 04:47:51 +10:00
Campbell Barton
7ca74fc1c0 Code cleanup: use 'const' for arrays (blenloader, gpu, imbuf, makesdna, modifiers, nodes) 2014-04-27 00:25:16 +10:00
Campbell Barton
a15b3c4d11 Code cleanup: use bool 2014-04-11 11:33:29 +10:00
Campbell Barton
617557b08e Code cleanup: remove TRUE/FALSE & WITH_BOOL_COMPAT define 2014-04-01 15:22:28 +11:00
Sergey Sharybin
898498c800 Fix for IMB_(un)premultiply_rect_float() not doing right business
- Made them receive number of channels rather than number of planes.
  This matches to how ImBuf structure stored planes and channels.
- IMB_premultiply_rect_float() was called with channels passed instead
  of planes already :S.
2014-01-23 16:51:32 +06:00
Brecht Van Lommel
94325035f4 Fix T38298: crash saving float image with 3 channels from exr to png/jpeg. 2014-01-21 15:29:52 +01:00
Campbell Barton
242217f8a3 Code cleanup: float<>double promotion 2013-12-14 03:21:23 +11:00
Sergey Sharybin
5a91df3271 Implement GPU-side dither
Summary:
Uses some magic pseudo-random which is actually a
texture coordinate hashing function.

TODOs:
- Dither noise is the same for all the frames.
- It's different from Floyd's dither we've been
  using before.
- Currently CPU and GPU dithering used different
  implementation. Ideally we need to use the same
  dither in CPU.

Reviewers: brecht

Reviewed By: brecht

Differential Revision: http://developer.blender.org/D58
2013-12-13 12:36:45 +06:00
Sergey Sharybin
d4b8a6cb85 Code cleanup: use boolean instead of int for colormanagement 2013-09-05 17:13:43 +00:00
Sergey Sharybin
07580e71a6 Fix issue with bright frames appearing in clip editor when compositor is open.
Allocate float buffer outside of image buffer,
so work-in-progress color space conversion doesn't
interfere with other parts of blender.

Covers most of cases -- since image buffer wouldn't
have partially-update float buffer all the rest
areas would be happy.

However, if there're places which updates float
buffer from byte buffer, it's still possible
some WIP color space conversion is displayed on
the screen.

But what a heck someone will do such a crappy
conversion anyway!
2013-04-11 14:15:52 +00:00
Campbell Barton
7bbaf4853a code cleanup: use bools in UI and WM code, quiet some shadow warnings, remove unused function uiEmboss() 2013-04-04 02:05:11 +00:00
Sergey Sharybin
0ce2d278b7 Follow general mathutils rules for naming straight<->premul functions 2013-01-15 08:37:17 +00:00
Sergey Sharybin
c69f571478 Remove unused IMB function which wasn't ported to new color management
Also marked some TODOs as actually solved.
2013-01-08 13:32:48 +00:00
Sergey Sharybin
08cea96ab0 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.
2012-12-31 13:52:13 +00:00
Bastien Montagne
818a345be3 Silent a bunch of gcc warnings (usually dummy, but noisy!). 2012-12-02 16:01:06 +00:00
Campbell Barton
2bb174cfa4 style cleanup: indentation 2012-11-09 09:33:28 +00:00
Brecht Van Lommel
85d9ba5cbb Fix issue after commit 50282: float texture painting non-color data textures did
not do correct partial updates, now it remembers if the opengl texture is a
non-color data texture or not and takes that into account for the update.

Also includes some renaming ncd => is_data for consistency with color space
terminology used elsewhere.
2012-10-25 15:25:28 +00:00
Campbell Barton
f70d2c65d8 rename api functions...
- minf, maxf, mini, maxi --> min_ff, max_ff, min_ii, max_ii
2012-10-23 13:28:22 +00:00
Campbell Barton
f3ece5a108 style cleanup: trailing tabs & expand some non prefix tabs into spaces. 2012-10-21 05:46:41 +00:00
Sergey Sharybin
41202e25e7 Fix #32763: Image flickering appears if Movie Clip Editor and compositor opened
The issue was caused by compositor was allocating float buffer for image and
then this buffer was filled with data converted from byte buffer.

If display happens at time between float was allocated and it was filled black
areas were appearing on the screen.

Made it so IMB_float_from_rect locks color management thread so display
transform wouldn't use uninitialized buffer anymore.
2012-10-04 20:31:08 +00:00
Sergey Sharybin
a73dd3476e 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
Campbell Barton
e75f5c8208 quiet -Wmissing-prototypes warnings, and enable this warning by default for C with gcc.
helps for finding unused functions and making functions static, also did some minor code cleanup.
2012-09-15 01:52:28 +00:00
Campbell Barton
6324c5fed1 code cleanup: includes for imbuf, also remove double promotion. 2012-08-12 23:28:33 +00:00
Campbell Barton
c41e1e434a code cleanup: replace MIN2/MAX2 with minf/maxf 2012-07-29 16:59:51 +00:00
Sergey Sharybin
49e0c832e1 Move sRGB conversion initialization to init_exit routines
It was a threading issue in color management project which potentially
could happen in trunk as well.
2012-07-27 14:53:57 +00:00
Campbell Barton
5248ec57d9 minor fixes
- new compositor could use uninitialized var
- profile conversion could use uninitialized var
- set better warnings for clang+cmake.
- remove picky warnings from sphinx doc gen shell script.
2012-06-11 12:13:41 +00:00
Campbell Barton
63788b47d6 add vector versions of hsv_to_rgb, rgb_to_hsv & rgb_to_hsv_compat 2012-05-26 11:01:01 +00:00
Campbell Barton
4f2c83f573 style cleanup: imbuf & icons 2012-05-13 22:05:51 +00:00
Campbell Barton
ab4a2aaf4a style cleanup: follow style guide for formatting of if/for/while loops, and else if's 2012-03-24 06:38:07 +00:00
Peter Schlaile
8bf1615ce3 == Sequencer ==
Bugfix: [#28159] sequencer strip crop values on proxy not scene render size

Also: IMB saturation change moved into imbuf-module.
2012-03-17 19:31:28 +00:00
Campbell Barton
3fc2fbc333 style cleanup, use { on newline after function definition.
spelling 'impliment' -> 'implement'
2012-02-25 16:49:59 +00:00
Antony Riakiotakis
40e2942f25 Fix related to #30152, rainbow colours produced when loading hdr image to 3D viewport/ the Nyan cat bug.
Issue is caused by scaling for power of 2 dimensions and mipmapping that happens through GLU. It looks like the library cannot handle float colour values above 1.0 correctly. Since we are close to release I will just clamp the srgb result for now even though it will result in a small performance loss for 16 bit textures only. 

I tried a few things before that, glGenerateMipmaps + no scaling (supported for 2.0 GL hardware and up), or using our own scaling instead of glu among them which worked very nicely and gave a speedup too. However, since we are close to release and there may be issues with GPU mipmap generation, see:

http://www.gamedev.net/topic/495747-another-glgeneratemipmap-question/
(old discussion but better be sure than sorry)

I went for the most compatible solution. Maybe after release this can be tested if other devs agree.
2012-02-14 13:25:23 +00:00
Campbell Barton
1726853226 comment some dead assibnment and set dummy values for image profile conversion in case of invalid input. 2012-01-20 15:18:57 +00:00
Campbell Barton
a87c5eb52c use color conversions functions in more places.
also add rgba_float_to_uchar, rgba_uchar_to_float
2012-01-19 10:04:51 +00:00
Brecht Van Lommel
545dc90a7f Fix regressions in the color management / dither patch. 2012-01-10 14:24:18 +00:00
Brecht Van Lommel
4487103e61 Color:
* Accelerated sRGB <=> linear conversion using lookup table, this can speed up
  loading of images in the compositor and simple renders quite a bit.
* Dithering now uses the Floyd-Steinberg algorithm. Previously it would simply
  randomize each pixel slightly, adding noise, now that should be reduced.

Patch #29309 by David M.
2012-01-08 13:55:53 +00:00
Brecht Van Lommel
5233aea8fb Fix mistake in recent refactoring, dither needs to be float not int. 2012-01-05 17:50:34 +00:00
Brecht Van Lommel
d7d856a23d Color management: add "Color Unpremultiply" option for images and render settings.
For premultiplied alpha images, this makes any color space conversion for the image
or render output work on color without alpha multiplied in.

This is typically useful to avoid fringing when the image was or will be composited
over a light background. If the image will be composited over a black background on
the other hand, leaving this option off will give correct results.

In an ideal world, there should never be any color space conversion on images with
alpha, since it's undefined what to do then, but in practice it's useful to have
this option.

Patch by Troy Sobotka, with changes by me.
2011-12-30 14:17:11 +00:00
Brecht Van Lommel
b9ff5840a6 Code refactoring: add unified image buffer functions for doing float => byte,
byte => float, float => float, byte => byte conversions with profile, dither
and predivide. Previously code for this was spread out too much.

There should be no functional changes, this is so the predivide/table/dither
patches can work correctly.
2011-12-28 13:29:33 +00:00
Campbell Barton
4a04f72069 remove $Id: tags after discussion on the mailign list: http://markmail.org/message/fp7ozcywxum3ar7n 2011-10-23 17:52:20 +00:00
Campbell Barton
734a4aa428 fix [#27746] Black and White Render doesn't work and/or Saves as a Blank screen
convert to grayscale when saving renders rather then only writing the red channel.
2011-06-24 03:49:56 +00:00
Antony Riakiotakis
b481524fde fix for float projection painting, now updating correctly.
This fix also allows for partial update of the image, speeding up painting. 
The different code path implemented will be used to upload high resolution images to OpenGL when onion branch is merged.
Due to conversion of float textures to/from sRGB, corrections made to brush color sampling to take account of the image profile. This is not 100% correct yet as texture images used for projection painting strokes are not converted to/from sRGB yet(This has been decided due to loss of precision for 8-bit formats). It will have to do for now, though.

last-minute update, exr image loading is broken, will fix asap
2011-06-06 22:10:05 +00:00
Campbell Barton
9c8f1e2ef4 imbuf, mathutils & readfile: floats were being implicitly promoted to doubles, adjust to use floats. 2011-03-27 17:12:59 +00:00
Campbell Barton
709c727c51 replace 0 with NULL when used as a pointer 2011-03-03 17:58:06 +00:00
Nathan Letwory
192ab99b5c doxygen: blender/imbuf tagged. 2011-02-27 20:23:21 +00:00
Nathan Letwory
5b607701a7 doxygen: prevent GPL license block from being parsed as doxygen comment. 2011-02-23 10:52:22 +00:00
Ton Roosendaal
0828710204 Bugfix #25657
Three code fixes for 1 report. User experienced crashes while
painting on float buffer + having preview renders on.

- Texture Nodes: Image was re-allocated without using
  proper thread lock
- Paint code: old convention to free the byte rect from
  a float image as signal to re-create now is a proper
  flag. This keeps image memory unchanged. Nice for render.
- Imbuf: call to make a byte rect from float was freeing
  mipmaps unnecessary.
2011-01-17 18:16:10 +00:00
Campbell Barton
63018144ba remove redundant assignments & unused vars.
also minor functional changes
- OBJECT_OT_make_links_data() type property is now assigned to the operator property (so popup menu can find it)
- removing BG image now returns cancelled if no image is removed.
2011-01-12 03:41:12 +00:00
Campbell Barton
988e5371fa fix for crash when converting sequencer profiles with non-float buffers. 2011-01-08 12:22:16 +00:00