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blender-archive/source/blender/imbuf/intern/divers.c

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/*
* ***** BEGIN GPL LICENSE BLOCK *****
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*
* 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
* of the License, or (at your option) any later version.
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*
* 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.
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*
* The Original Code is Copyright (C) 2001-2002 by NaN Holding BV.
* All rights reserved.
*
* The Original Code is: all of this file.
*
* Contributor(s): none yet.
*
* ***** END GPL LICENSE BLOCK *****
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* allocimbuf.c
*
*/
2011-02-27 20:23:21 +00:00
/** \file blender/imbuf/intern/divers.c
* \ingroup imbuf
*/
#include "BLI_math.h"
#include "BLI_utildefines.h"
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#include "imbuf.h"
#include "IMB_imbuf_types.h"
#include "IMB_imbuf.h"
#include "IMB_allocimbuf.h"
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
#include "IMB_filter.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!
2012-09-15 10:05:07 +00:00
#include "IMB_colormanagement.h"
#include "IMB_colormanagement_intern.h"
#include "BLI_threads.h"
#include "MEM_guardedalloc.h"
/**************************** Interlace/Deinterlace **************************/
void IMB_de_interlace(ImBuf *ibuf)
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{
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ImBuf *tbuf1, *tbuf2;
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if (ibuf == NULL) return;
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if (ibuf->flags & IB_fields) return;
ibuf->flags |= IB_fields;
if (ibuf->rect) {
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/* make copies */
tbuf1 = IMB_allocImBuf(ibuf->x, ibuf->y / 2, 32, IB_rect);
tbuf2 = IMB_allocImBuf(ibuf->x, ibuf->y / 2, 32, IB_rect);
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ibuf->x *= 2;
IMB_rectcpy(tbuf1, ibuf, 0, 0, 0, 0, ibuf->x, ibuf->y);
IMB_rectcpy(tbuf2, ibuf, 0, 0, tbuf2->x, 0, ibuf->x, ibuf->y);
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ibuf->x /= 2;
IMB_rectcpy(ibuf, tbuf1, 0, 0, 0, 0, tbuf1->x, tbuf1->y);
IMB_rectcpy(ibuf, tbuf2, 0, tbuf2->y, 0, 0, tbuf2->x, tbuf2->y);
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IMB_freeImBuf(tbuf1);
IMB_freeImBuf(tbuf2);
}
ibuf->y /= 2;
}
void IMB_interlace(ImBuf *ibuf)
{
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ImBuf *tbuf1, *tbuf2;
if (ibuf == NULL) return;
ibuf->flags &= ~IB_fields;
ibuf->y *= 2;
if (ibuf->rect) {
/* make copies */
tbuf1 = IMB_allocImBuf(ibuf->x, ibuf->y / 2, 32, IB_rect);
tbuf2 = IMB_allocImBuf(ibuf->x, ibuf->y / 2, 32, IB_rect);
IMB_rectcpy(tbuf1, ibuf, 0, 0, 0, 0, ibuf->x, ibuf->y);
IMB_rectcpy(tbuf2, ibuf, 0, 0, 0, tbuf2->y, ibuf->x, ibuf->y);
ibuf->x *= 2;
IMB_rectcpy(ibuf, tbuf1, 0, 0, 0, 0, tbuf1->x, tbuf1->y);
IMB_rectcpy(ibuf, tbuf2, tbuf2->x, 0, 0, 0, tbuf2->x, tbuf2->y);
ibuf->x /= 2;
IMB_freeImBuf(tbuf1);
IMB_freeImBuf(tbuf2);
}
}
/************************* Floyd-Steinberg dithering *************************/
typedef struct DitherContext {
float dither;
} DitherContext;
static DitherContext *create_dither_context(float dither)
{
DitherContext *di;
di = MEM_mallocN(sizeof(DitherContext), "dithering context");
di->dither = dither;
return di;
}
static void clear_dither_context(DitherContext *di)
{
MEM_freeN(di);
}
MINLINE float dither_random_value(float s, float t)
{
static float vec[2] = {12.9898f, 78.233f};
float st[2];
float value;
copy_v2_fl2(st, s, t);
value = sinf(dot_v2v2(st, vec)) * 43758.5453f;
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return value - floorf(value);
}
/************************* Generic Buffer Conversion *************************/
MINLINE void ushort_to_byte_v4(uchar b[4], const unsigned short us[4])
{
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b[0] = USHORTTOUCHAR(us[0]);
b[1] = USHORTTOUCHAR(us[1]);
b[2] = USHORTTOUCHAR(us[2]);
b[3] = USHORTTOUCHAR(us[3]);
}
MINLINE unsigned char ftochar(float value)
{
return FTOCHAR(value);
}
MINLINE void ushort_to_byte_dither_v4(uchar b[4], const unsigned short us[4], DitherContext *di, float s, float t)
{
#define USHORTTOFLOAT(val) ((float)val / 65535.0f)
float dither_value = dither_random_value(s, t) * 0.005f * di->dither;
b[0] = ftochar(dither_value + USHORTTOFLOAT(us[0]));
b[1] = ftochar(dither_value + USHORTTOFLOAT(us[1]));
b[2] = ftochar(dither_value + USHORTTOFLOAT(us[2]));
b[3] = USHORTTOUCHAR(us[3]);
#undef USHORTTOFLOAT
}
MINLINE void float_to_byte_dither_v4(uchar b[4], const float f[4], DitherContext *di, float s, float t)
{
float dither_value = dither_random_value(s, t) * 0.005f * di->dither;
b[0] = ftochar(dither_value + f[0]);
b[1] = ftochar(dither_value + f[1]);
b[2] = ftochar(dither_value + f[2]);
b[3] = FTOCHAR(f[3]);
}
/* float to byte pixels, output 4-channel RGBA */
void IMB_buffer_byte_from_float(uchar *rect_to, const float *rect_from,
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int channels_from, float dither, int profile_to, int profile_from, int predivide,
int width, int height, int stride_to, int stride_from)
{
float tmp[4];
int x, y;
DitherContext *di = NULL;
float inv_width = 1.0f / width,
inv_height = 1.0f / height;
/* we need valid profiles */
BLI_assert(profile_to != IB_PROFILE_NONE);
BLI_assert(profile_from != IB_PROFILE_NONE);
if (dither)
di = create_dither_context(dither);
for (y = 0; y < height; y++) {
float t = y * inv_height;
if (channels_from == 1) {
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/* single channel input */
const float *from = rect_from + stride_from * y;
uchar *to = rect_to + stride_to * y * 4;
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for (x = 0; x < width; x++, from++, to += 4)
to[0] = to[1] = to[2] = to[3] = FTOCHAR(from[0]);
}
else if (channels_from == 3) {
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/* RGB input */
const float *from = rect_from + stride_from * y * 3;
uchar *to = rect_to + stride_to * y * 4;
if (profile_to == profile_from) {
/* no color space conversion */
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for (x = 0; x < width; x++, from += 3, to += 4) {
rgb_float_to_uchar(to, from);
to[3] = 255;
}
}
else if (profile_to == IB_PROFILE_SRGB) {
/* convert from linear to sRGB */
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for (x = 0; x < width; x++, from += 3, to += 4) {
linearrgb_to_srgb_v3_v3(tmp, from);
rgb_float_to_uchar(to, tmp);
to[3] = 255;
}
}
else if (profile_to == IB_PROFILE_LINEAR_RGB) {
/* convert from sRGB to linear */
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for (x = 0; x < width; x++, from += 3, to += 4) {
srgb_to_linearrgb_v3_v3(tmp, from);
rgb_float_to_uchar(to, tmp);
to[3] = 255;
}
}
}
else if (channels_from == 4) {
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/* RGBA input */
const float *from = rect_from + stride_from * y * 4;
uchar *to = rect_to + stride_to * y * 4;
if (profile_to == profile_from) {
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
float straight[4];
/* no color space conversion */
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
if (dither && predivide) {
for (x = 0; x < width; x++, from += 4, to += 4) {
premul_to_straight_v4_v4(straight, from);
float_to_byte_dither_v4(to, straight, di, (float) x * inv_width, t);
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
}
}
else if (dither) {
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for (x = 0; x < width; x++, from += 4, to += 4)
float_to_byte_dither_v4(to, from, di, (float) x * inv_width, t);
}
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
else if (predivide) {
for (x = 0; x < width; x++, from += 4, to += 4) {
premul_to_straight_v4_v4(straight, from);
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
rgba_float_to_uchar(to, straight);
}
}
else {
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for (x = 0; x < width; x++, from += 4, to += 4)
rgba_float_to_uchar(to, from);
}
}
else if (profile_to == IB_PROFILE_SRGB) {
/* convert from linear to sRGB */
unsigned short us[4];
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
float straight[4];
if (dither && predivide) {
2012-05-13 22:05:51 +00:00
for (x = 0; x < width; x++, from += 4, to += 4) {
premul_to_straight_v4_v4(straight, from);
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
linearrgb_to_srgb_ushort4(us, from);
ushort_to_byte_dither_v4(to, us, di, (float) x * inv_width, t);
}
}
else if (dither) {
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for (x = 0; x < width; x++, from += 4, to += 4) {
linearrgb_to_srgb_ushort4(us, from);
ushort_to_byte_dither_v4(to, us, di, (float) x * inv_width, t);
}
}
else if (predivide) {
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for (x = 0; x < width; x++, from += 4, to += 4) {
premul_to_straight_v4_v4(straight, from);
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
linearrgb_to_srgb_ushort4(us, from);
ushort_to_byte_v4(to, us);
}
}
else {
2012-05-13 22:05:51 +00:00
for (x = 0; x < width; x++, from += 4, to += 4) {
linearrgb_to_srgb_ushort4(us, from);
ushort_to_byte_v4(to, us);
}
}
}
else if (profile_to == IB_PROFILE_LINEAR_RGB) {
/* convert from sRGB to linear */
if (dither && predivide) {
2012-05-13 22:05:51 +00:00
for (x = 0; x < width; x++, from += 4, to += 4) {
srgb_to_linearrgb_predivide_v4(tmp, from);
float_to_byte_dither_v4(to, tmp, di, (float) x * inv_width, t);
}
}
else if (dither) {
2012-05-13 22:05:51 +00:00
for (x = 0; x < width; x++, from += 4, to += 4) {
srgb_to_linearrgb_v4(tmp, from);
float_to_byte_dither_v4(to, tmp, di, (float) x * inv_width, t);
}
}
else if (predivide) {
2012-05-13 22:05:51 +00:00
for (x = 0; x < width; x++, from += 4, to += 4) {
srgb_to_linearrgb_predivide_v4(tmp, from);
rgba_float_to_uchar(to, tmp);
}
}
else {
2012-05-13 22:05:51 +00:00
for (x = 0; x < width; x++, from += 4, to += 4) {
srgb_to_linearrgb_v4(tmp, from);
rgba_float_to_uchar(to, tmp);
}
}
}
}
}
if (dither)
clear_dither_context(di);
}
/* byte to float pixels, input and output 4-channel RGBA */
void IMB_buffer_float_from_byte(float *rect_to, const uchar *rect_from,
2012-05-13 22:05:51 +00:00
int profile_to, int profile_from, int predivide,
int width, int height, int stride_to, int stride_from)
{
float tmp[4];
int x, y;
/* we need valid profiles */
BLI_assert(profile_to != IB_PROFILE_NONE);
BLI_assert(profile_from != IB_PROFILE_NONE);
/* RGBA input */
for (y = 0; y < height; y++) {
2012-05-13 22:05:51 +00:00
const uchar *from = rect_from + stride_from * y * 4;
float *to = rect_to + stride_to * y * 4;
if (profile_to == profile_from) {
/* no color space conversion */
2012-05-13 22:05:51 +00:00
for (x = 0; x < width; x++, from += 4, to += 4)
rgba_uchar_to_float(to, from);
}
else if (profile_to == IB_PROFILE_LINEAR_RGB) {
/* convert sRGB to linear */
if (predivide) {
2012-05-13 22:05:51 +00:00
for (x = 0; x < width; x++, from += 4, to += 4) {
srgb_to_linearrgb_uchar4_predivide(to, from);
}
}
else {
2012-05-13 22:05:51 +00:00
for (x = 0; x < width; x++, from += 4, to += 4) {
srgb_to_linearrgb_uchar4(to, from);
}
}
}
else if (profile_to == IB_PROFILE_SRGB) {
/* convert linear to sRGB */
if (predivide) {
2012-05-13 22:05:51 +00:00
for (x = 0; x < width; x++, from += 4, to += 4) {
rgba_uchar_to_float(tmp, from);
linearrgb_to_srgb_predivide_v4(to, tmp);
}
}
else {
2012-05-13 22:05:51 +00:00
for (x = 0; x < width; x++, from += 4, to += 4) {
rgba_uchar_to_float(tmp, from);
linearrgb_to_srgb_v4(to, tmp);
}
}
}
}
}
/* float to float pixels, output 4-channel RGBA */
void IMB_buffer_float_from_float(float *rect_to, const float *rect_from,
2012-05-13 22:05:51 +00:00
int channels_from, int profile_to, int profile_from, int predivide,
int width, int height, int stride_to, int stride_from)
{
int x, y;
/* we need valid profiles */
BLI_assert(profile_to != IB_PROFILE_NONE);
BLI_assert(profile_from != IB_PROFILE_NONE);
2012-05-13 22:05:51 +00:00
if (channels_from == 1) {
/* single channel input */
for (y = 0; y < height; y++) {
2012-05-13 22:05:51 +00:00
const float *from = rect_from + stride_from * y;
float *to = rect_to + stride_to * y * 4;
2012-05-13 22:05:51 +00:00
for (x = 0; x < width; x++, from++, to += 4)
to[0] = to[1] = to[2] = to[3] = from[0];
}
}
else if (channels_from == 3) {
/* RGB input */
for (y = 0; y < height; y++) {
2012-05-13 22:05:51 +00:00
const float *from = rect_from + stride_from * y * 3;
float *to = rect_to + stride_to * y * 4;
if (profile_to == profile_from) {
/* no color space conversion */
2012-05-13 22:05:51 +00:00
for (x = 0; x < width; x++, from += 3, to += 4) {
copy_v3_v3(to, from);
to[3] = 1.0f;
}
}
else if (profile_to == IB_PROFILE_LINEAR_RGB) {
/* convert from sRGB to linear */
2012-05-13 22:05:51 +00:00
for (x = 0; x < width; x++, from += 3, to += 4) {
srgb_to_linearrgb_v3_v3(to, from);
to[3] = 1.0f;
}
}
else if (profile_to == IB_PROFILE_SRGB) {
/* convert from linear to sRGB */
2012-05-13 22:05:51 +00:00
for (x = 0; x < width; x++, from += 3, to += 4) {
linearrgb_to_srgb_v3_v3(to, from);
to[3] = 1.0f;
}
}
}
}
else if (channels_from == 4) {
/* RGBA input */
for (y = 0; y < height; y++) {
2012-05-13 22:05:51 +00:00
const float *from = rect_from + stride_from * y * 4;
float *to = rect_to + stride_to * y * 4;
if (profile_to == profile_from) {
/* same profile, copy */
2012-05-13 22:05:51 +00:00
memcpy(to, from, sizeof(float) * 4 * width);
}
else if (profile_to == IB_PROFILE_LINEAR_RGB) {
/* convert to sRGB to linear */
if (predivide) {
2012-05-13 22:05:51 +00:00
for (x = 0; x < width; x++, from += 4, to += 4)
srgb_to_linearrgb_predivide_v4(to, from);
}
else {
2012-05-13 22:05:51 +00:00
for (x = 0; x < width; x++, from += 4, to += 4)
srgb_to_linearrgb_v4(to, from);
}
}
else if (profile_to == IB_PROFILE_SRGB) {
/* convert from linear to sRGB */
if (predivide) {
2012-05-13 22:05:51 +00:00
for (x = 0; x < width; x++, from += 4, to += 4)
linearrgb_to_srgb_predivide_v4(to, from);
}
else {
2012-05-13 22:05:51 +00:00
for (x = 0; x < width; x++, from += 4, to += 4)
linearrgb_to_srgb_v4(to, from);
}
}
}
}
}
/* byte to byte pixels, input and output 4-channel RGBA */
void IMB_buffer_byte_from_byte(uchar *rect_to, const uchar *rect_from,
2012-05-13 22:05:51 +00:00
int profile_to, int profile_from, int predivide,
int width, int height, int stride_to, int stride_from)
{
float tmp[4];
int x, y;
/* we need valid profiles */
BLI_assert(profile_to != IB_PROFILE_NONE);
BLI_assert(profile_from != IB_PROFILE_NONE);
/* always RGBA input */
for (y = 0; y < height; y++) {
2012-05-13 22:05:51 +00:00
const uchar *from = rect_from + stride_from * y * 4;
uchar *to = rect_to + stride_to * y * 4;
if (profile_to == profile_from) {
/* same profile, copy */
2012-05-13 22:05:51 +00:00
memcpy(to, from, sizeof(uchar) * 4 * width);
}
else if (profile_to == IB_PROFILE_LINEAR_RGB) {
/* convert to sRGB to linear */
if (predivide) {
2012-05-13 22:05:51 +00:00
for (x = 0; x < width; x++, from += 4, to += 4) {
rgba_uchar_to_float(tmp, from);
srgb_to_linearrgb_predivide_v4(tmp, tmp);
rgba_float_to_uchar(to, tmp);
}
}
else {
2012-05-13 22:05:51 +00:00
for (x = 0; x < width; x++, from += 4, to += 4) {
rgba_uchar_to_float(tmp, from);
srgb_to_linearrgb_v4(tmp, tmp);
rgba_float_to_uchar(to, tmp);
}
}
}
else if (profile_to == IB_PROFILE_SRGB) {
/* convert from linear to sRGB */
if (predivide) {
2012-05-13 22:05:51 +00:00
for (x = 0; x < width; x++, from += 4, to += 4) {
rgba_uchar_to_float(tmp, from);
linearrgb_to_srgb_predivide_v4(tmp, tmp);
rgba_float_to_uchar(to, tmp);
}
}
else {
2012-05-13 22:05:51 +00:00
for (x = 0; x < width; x++, from += 4, to += 4) {
rgba_uchar_to_float(tmp, from);
linearrgb_to_srgb_v4(tmp, tmp);
rgba_float_to_uchar(to, tmp);
}
}
}
}
}
/****************************** ImBuf Conversion *****************************/
void IMB_rect_from_float(ImBuf *ibuf)
{
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
float *buffer;
const char *from_colorspace;
/* verify we have a float buffer */
2012-05-13 22:05:51 +00:00
if (ibuf->rect_float == NULL)
return;
/* create byte rect if it didn't exist yet */
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
if (ibuf->rect == NULL) {
if (imb_addrectImBuf(ibuf) == 0)
return;
}
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
if (ibuf->float_colorspace == NULL)
from_colorspace = IMB_colormanagement_role_colorspace_name_get(COLOR_ROLE_SCENE_LINEAR);
else
from_colorspace = ibuf->float_colorspace->name;
buffer = MEM_dupallocN(ibuf->rect_float);
/* first make float buffer in byte space */
IMB_colormanagement_transform(buffer, ibuf->x, ibuf->y, ibuf->channels, from_colorspace, ibuf->rect_colorspace->name, true);
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
/* convert from float's premul alpha to byte's straight alpha */
IMB_unpremultiply_rect_float(buffer, ibuf->planes, ibuf->x, ibuf->y);
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
/* convert float to byte */
IMB_buffer_byte_from_float((unsigned char *) ibuf->rect, buffer, ibuf->channels, ibuf->dither, IB_PROFILE_SRGB, IB_PROFILE_SRGB,
FALSE, ibuf->x, ibuf->y, ibuf->x, ibuf->x);
MEM_freeN(buffer);
/* ensure user flag is reset */
ibuf->userflags &= ~IB_RECT_INVALID;
}
/* converts from linear float to sRGB byte for part of the texture, buffer will hold the changed part */
void IMB_partial_rect_from_float(ImBuf *ibuf, float *buffer, int x, int y, int w, int h, int is_data)
{
float *rect_float;
uchar *rect_byte;
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
int profile_from = IB_PROFILE_LINEAR_RGB;
/* verify we have a float buffer */
2012-05-13 22:05:51 +00:00
if (ibuf->rect_float == NULL || buffer == NULL)
return;
/* create byte rect if it didn't exist yet */
2012-05-13 22:05:51 +00:00
if (ibuf->rect == NULL)
imb_addrectImBuf(ibuf);
/* do conversion */
2012-05-13 22:05:51 +00:00
rect_float = ibuf->rect_float + (x + y * ibuf->x) * ibuf->channels;
rect_byte = (uchar *)ibuf->rect + (x + y * ibuf->x) * 4;
if (is_data) {
/* exception for non-color data, just copy float */
IMB_buffer_float_from_float(buffer, rect_float,
2012-11-09 09:33:28 +00:00
ibuf->channels, IB_PROFILE_LINEAR_RGB, IB_PROFILE_LINEAR_RGB, 0,
w, h, w, ibuf->x);
/* and do color space conversion to byte */
IMB_buffer_byte_from_float(rect_byte, rect_float,
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
4, ibuf->dither, IB_PROFILE_SRGB, profile_from, TRUE,
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w, h, ibuf->x, w);
}
else {
IMB_buffer_float_from_float(buffer, rect_float,
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
ibuf->channels, IB_PROFILE_SRGB, profile_from, TRUE,
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w, h, w, ibuf->x);
/* XXX: need to convert to image buffer's rect space */
IMB_buffer_byte_from_float(rect_byte, buffer,
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4, ibuf->dither, IB_PROFILE_SRGB, IB_PROFILE_SRGB, 0,
w, h, ibuf->x, w);
}
/* ensure user flag is reset */
ibuf->userflags &= ~IB_RECT_INVALID;
}
void IMB_float_from_rect(ImBuf *ibuf)
{
float *rect_float;
/* verify if we byte and float buffers */
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if (ibuf->rect == NULL)
return;
/* allocate float buffer outside of image buffer,
* so work-in-progress color space conversion doesn't
* interfere with other parts of blender
*/
rect_float = ibuf->rect_float;
if (rect_float == NULL) {
int size;
size = ibuf->x * ibuf->y;
size = size * 4 * sizeof(float);
ibuf->channels = 4;
rect_float = MEM_mapallocN(size, "IMB_float_from_rect");
if (rect_float == NULL)
return;
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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}
/* first, create float buffer in non-linear space */
IMB_buffer_float_from_byte(rect_float, (unsigned char *) ibuf->rect, IB_PROFILE_SRGB, IB_PROFILE_SRGB,
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
FALSE, ibuf->x, ibuf->y, ibuf->x, ibuf->x);
/* then make float be in linear space */
IMB_colormanagement_colorspace_to_scene_linear(rect_float, ibuf->x, ibuf->y, ibuf->channels,
ibuf->rect_colorspace, false);
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
/* byte buffer is straight alpha, float should always be premul */
IMB_premultiply_rect_float(rect_float, ibuf->channels, ibuf->x, ibuf->y);
if (ibuf->rect_float == NULL) {
ibuf->rect_float = rect_float;
ibuf->mall |= IB_rectfloat;
ibuf->flags |= IB_rectfloat;
}
}
/**************************** Color to Grayscale *****************************/
/* no profile conversion */
void IMB_color_to_bw(ImBuf *ibuf)
{
float *rct_fl = ibuf->rect_float;
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uchar *rct = (uchar *)ibuf->rect;
int i;
if (rct_fl) {
for (i = ibuf->x * ibuf->y; i > 0; i--, rct_fl += 4)
rct_fl[0] = rct_fl[1] = rct_fl[2] = rgb_to_grayscale(rct_fl);
}
if (rct) {
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for (i = ibuf->x * ibuf->y; i > 0; i--, rct += 4)
rct[0] = rct[1] = rct[2] = rgb_to_grayscale_byte(rct);
}
}
void IMB_buffer_float_clamp(float *buf, int width, int height)
{
2012-05-13 22:05:51 +00:00
int i, total = width * height * 4;
for (i = 0; i < total; i++) {
buf[i] = min_ff(1.0, buf[i]);
}
}
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
void IMB_buffer_float_unpremultiply(float *buf, int width, int height)
{
int total = width * height;
float *fp = buf;
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
while (total--) {
premul_to_straight_v4(fp);
fp += 4;
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
}
}
void IMB_buffer_float_premultiply(float *buf, int width, int height)
{
int total = width * height;
float *fp = buf;
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
while (total--) {
straight_to_premul_v4(fp);
fp += 4;
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
}
}
/**************************** alter saturation *****************************/
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void IMB_saturation(ImBuf *ibuf, float sat)
{
int i;
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unsigned char *rct = (unsigned char *)ibuf->rect;
float *rct_fl = ibuf->rect_float;
float hsv[3];
if (rct) {
float rgb[3];
2012-05-13 22:05:51 +00:00
for (i = ibuf->x * ibuf->y; i > 0; i--, rct += 4) {
rgb_uchar_to_float(rgb, rct);
rgb_to_hsv_v(rgb, hsv);
2012-05-13 22:05:51 +00:00
hsv_to_rgb(hsv[0], hsv[1] * sat, hsv[2], rgb, rgb + 1, rgb + 2);
rgb_float_to_uchar(rct, rgb);
}
}
if (rct_fl) {
for (i = ibuf->x * ibuf->y; i > 0; i--, rct_fl += 4) {
rgb_to_hsv_v(rct_fl, hsv);
hsv_to_rgb(hsv[0], hsv[1] * sat, hsv[2], rct_fl, rct_fl + 1, rct_fl + 2);
}
}
}