Files
test2/source/blender/imbuf
Sergey Sharybin dd65a6b67d Color Management: pipeline cleanup
- Move color management settings to scene, so it's now clear for
  all areas (such as compositor, sequencer) which settings to
  use for display buffers

- Currently removed per-editor color management settings. It could
  be nice to have them, but they don't fit nicely into overall
  pipeline and could be added as a override settings for display
  only later.

- Make sequencer working in space defined by sequencer_workspace
  role in OCIO configuration file.
  If this role is not set, sequencer will fallback to legacy sRGB
  Gamma 2.2 space.

  Currently use vd16 color space for sequencer. Not sure what exactly
  this color space is, but it's pretty close to SPI Film view and
  it's still invertable.

- Sequencer will now output linear float buffers, not color managed
  float buffers.
  Before this sequencer used to output float buffers in sRGB space,
  which was sequencer's working space. Now it can not output buffers
  in this space since other areas are not aware of this space.
  This also makes it's consistent that all float buffers in Blender
  are in linear space.

- When saving render result into byte file format scene's display
  transform would be applied on this buffer.
  When saving files from image editor, there'll be a display
  transform settings which are default set to scene's settings but
  could also be overwritten.

Additional details are there (would be extended soon):

  http://wiki.blender.org/index.php/User:Nazg-gul/ColorManagement
2012-08-22 14:23:08 +00:00
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2012-08-22 14:23:08 +00:00
2012-08-22 14:23:08 +00:00
2012-03-18 07:38:51 +00:00

The following 4 steps to adding a new image format to blender, its
probably easiest to look at the png code for a clean clear example,
animation formats are a bit more complicated but very similar:

Step 1:
create a new file named after the format for example lets say we were
creating an openexr read/writer  use openexr.c
It should contain functions to match the following prototypes:

struct ImBuf *imb_loadopenexr(unsigned char *mem,int size,int flags);
/* Use one of the following depending on whats easyer for your file format */
short imb_saveopenexr(struct ImBuf *ibuf, FILE myfile, int flags);
short imb_saveopenexr(struct ImBuf *ibuf, char *myfile, int flags);

/* Used to test if its the correct format
int IMB_is_openexr(void *buf);

Step 2: 
Add your hooks to read and write the image format these go in
	writeimage.c and readimage.c  just look at how the others are done

Step 3: 
Add in IS_openexr to blender/source/blender/imbuf/IMB_imbuf_types.h
Add in R_openexr to source/blender/makesdna/DNA_scene_types.h

Step 4:
Add your hooks to the gui.
source/blender/src/buttons_scene.c
source/blender/src/toets.c
source/blender/src/writeimage.c

Step 5:
edit the following files:
blender/source/blender/imbuf/intern/util.c
blender/source/blender/src/filesel.c
blender/source/blender/src/screendump.c
and add your extension so that your format gets recognized in the thumbnails.

Step 6: 
Alter the build process:
For scons you need to edit blender/source/blender/imbuf/SConscript 
and add in your additional files to source_files.
For msvp you need to edit blender/projectfiles/blender/imbuf/BL_imbuf.dsp
and add in your additional files.
If you have any external library info you will also need to add that 
to the various build processes.

Step 7:
Its also good to add your image format to:
makepicstring in blender/source/blender/blenkernel/intern/image.c