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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.
*
* 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,
* Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
*
* The Original Code is Copyright (C) 2001-2002 by NaN Holding BV.
* All rights reserved.
*/
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/** \file
* \ingroup imbuf
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*/
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/**
* \brief IMage Buffer module.
*
* This module offers import/export of several graphical file formats.
* \ingroup imbuf
*
* \page IMB Imbuf module external interface
* \section imb_about About the IMB module
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*
* External interface of the IMage Buffer module. This module offers
* import/export of several graphical file formats. It offers the
* ImBuf type as a common structure to refer to different graphical
* file formats, and to enable a uniform way of handling them.
*
* \section imb_issues Known issues with IMB
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*
* - imbuf is written in C.
* - Endianness issues are dealt with internally.
* - File I/O must be done externally. The module uses FILE*'s to
* direct input/output.
*
* \section imb_dependencies Dependencies
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*
* IMB needs:
* - \ref DNA module
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* The listbase types are used for handling the memory
* management.
* - \ref blenlib module
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* blenlib handles guarded memory management in blender-style.
* BLI_winstuff.h makes a few windows specific behaviors
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* posix-compliant.
*/
#ifndef __IMB_IMBUF_H__
#define __IMB_IMBUF_H__
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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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#define IM_MAX_SPACE 64
/* for bool */
#include "../blenlib/BLI_sys_types.h"
/**
*
* \attention defined in ???
*/
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struct ImBuf;
/**
*
* \attention defined in ???
*/
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struct anim;
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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struct ColorManagedDisplay;
struct GSet;
Multi-View and Stereo 3D Official Documentation: http://www.blender.org/manual/render/workflows/multiview.html Implemented Features ==================== Builtin Stereo Camera * Convergence Mode * Interocular Distance * Convergence Distance * Pivot Mode Viewport * Cameras * Plane * Volume Compositor * View Switch Node * Image Node Multi-View OpenEXR support Sequencer * Image/Movie Strips 'Use Multiview' UV/Image Editor * Option to see Multi-View images in Stereo-3D or its individual images * Save/Open Multi-View (OpenEXR, Stereo3D, individual views) images I/O * Save/Open Multi-View (OpenEXR, Stereo3D, individual views) images Scene Render Views * Ability to have an arbitrary number of views in the scene Missing Bits ============ First rule of Multi-View bug report: If something is not working as it should *when Views is off* this is a severe bug, do mention this in the report. Second rule is, if something works *when Views is off* but doesn't (or crashes) when *Views is on*, this is a important bug. Do mention this in the report. Everything else is likely small todos, and may wait until we are sure none of the above is happening. Apart from that there are those known issues: * Compositor Image Node poorly working for Multi-View OpenEXR (this was working prefectly before the 'Use Multi-View' functionality) * Selecting camera from Multi-View when looking from camera is problematic * Animation Playback (ctrl+F11) doesn't support stereo formats * Wrong filepath when trying to play back animated scene * Viewport Rendering doesn't support Multi-View * Overscan Rendering * Fullscreen display modes need to warn the user * Object copy should be aware of views suffix Acknowledgments =============== * Francesco Siddi for the help with the original feature specs and design * Brecht Van Lommel for the original review of the code and design early on * Blender Foundation for the Development Fund to support the project wrap up Final patch reviewers: * Antony Riakiotakis (psy-fi) * Campbell Barton (ideasman42) * Julian Eisel (Severin) * Sergey Sharybin (nazgul) * Thomas Dinged (dingto) Code contributors of the original branch in github: * Alexey Akishin * Gabriel Caraballo
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/**
*
* \attention defined in DNA_scene_types.h
*/
struct ImageFormatData;
struct Stereo3dFormat;
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/**
*
* \attention Defined in allocimbuf.c
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*/
void IMB_init(void);
void IMB_exit(void);
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/**
*
* \attention Defined in readimage.c
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*/
struct ImBuf *IMB_ibImageFromMemory(
const unsigned char *mem, size_t size, int flags,
char colorspace[IM_MAX_SPACE], const char *descr);
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/**
*
* \attention Defined in readimage.c
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*/
struct ImBuf *IMB_testiffname(const char *filepath, int flags);
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/**
*
* \attention Defined in readimage.c
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*/
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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struct ImBuf *IMB_loadiffname(const char *filepath, int flags, char colorspace[IM_MAX_SPACE]);
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/**
*
* \attention Defined in allocimbuf.c
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*/
void IMB_freeImBuf(struct ImBuf *ibuf);
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/**
*
* \attention Defined in allocimbuf.c
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*/
struct ImBuf *IMB_allocImBuf(unsigned int x, unsigned int y,
unsigned char planes, unsigned int flags);
/**
* Initialize given ImBuf.
*
* Use in cases when temporary image buffer is allocated on stack.
*
* \attention Defined in allocimbuf.c
*/
bool IMB_initImBuf(struct ImBuf *ibuf,
unsigned int x, unsigned int y,
unsigned char planes, unsigned int flags);
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/**
* Create a copy of a pixel buffer and wrap it to a new ImBuf
* \attention Defined in allocimbuf.c
*/
struct ImBuf *IMB_allocFromBuffer(const unsigned int *rect, const float *rectf,
unsigned int w, unsigned int h);
/**
*
* Increase reference count to imbuf
* (to delete an imbuf you have to call freeImBuf as many times as it
* is referenced)
*
* \attention Defined in allocimbuf.c
*/
void IMB_refImBuf(struct ImBuf *ibuf);
struct ImBuf *IMB_makeSingleUser(struct ImBuf *ibuf);
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/**
*
* \attention Defined in allocimbuf.c
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*/
struct ImBuf *IMB_dupImBuf(const struct ImBuf *ibuf1);
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/**
*
* \attention Defined in allocimbuf.c
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*/
bool addzbufImBuf(struct ImBuf *ibuf);
bool addzbuffloatImBuf(struct ImBuf *ibuf);
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/**
*
* \attention Defined in rectop.c
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*/
typedef enum IMB_BlendMode {
IMB_BLEND_MIX = 0,
IMB_BLEND_ADD = 1,
IMB_BLEND_SUB = 2,
IMB_BLEND_MUL = 3,
IMB_BLEND_LIGHTEN = 4,
IMB_BLEND_DARKEN = 5,
IMB_BLEND_ERASE_ALPHA = 6,
IMB_BLEND_ADD_ALPHA = 7,
IMB_BLEND_OVERLAY = 8,
IMB_BLEND_HARDLIGHT = 9,
IMB_BLEND_COLORBURN = 10,
IMB_BLEND_LINEARBURN = 11,
IMB_BLEND_COLORDODGE = 12,
IMB_BLEND_SCREEN = 13,
IMB_BLEND_SOFTLIGHT = 14,
IMB_BLEND_PINLIGHT = 15,
IMB_BLEND_VIVIDLIGHT = 16,
IMB_BLEND_LINEARLIGHT = 17,
IMB_BLEND_DIFFERENCE = 18,
IMB_BLEND_EXCLUSION = 19,
IMB_BLEND_HUE = 20,
IMB_BLEND_SATURATION = 21,
IMB_BLEND_LUMINOSITY = 22,
IMB_BLEND_COLOR = 23,
IMB_BLEND_INTERPOLATE = 24,
IMB_BLEND_COPY = 1000,
IMB_BLEND_COPY_RGB = 1001,
IMB_BLEND_COPY_ALPHA = 1002,
} IMB_BlendMode;
void IMB_blend_color_byte(unsigned char dst[4], unsigned char src1[4],
unsigned char src2[4], IMB_BlendMode mode);
void IMB_blend_color_float(float dst[4], float src1[4], float src2[4],
IMB_BlendMode mode);
void IMB_rectclip(struct ImBuf *dbuf, struct ImBuf *sbuf, int *destx,
int *desty, int *srcx, int *srcy, int *width, int *height);
void IMB_rectcpy(struct ImBuf *drect, struct ImBuf *srect, int destx,
int desty, int srcx, int srcy, int width, int height);
void IMB_rectblend(struct ImBuf *dbuf, struct ImBuf *obuf, struct ImBuf *sbuf,
unsigned short *dmask, unsigned short *curvemask, unsigned short *mmask, float mask_max,
int destx, int desty, int origx, int origy, int srcx, int srcy,
int width, int height, IMB_BlendMode mode, bool accumulate);
void IMB_rectblend_threaded(struct ImBuf *dbuf, struct ImBuf *obuf, struct ImBuf *sbuf,
unsigned short *dmask, unsigned short *curvemask, unsigned short *mmask, float mask_max,
int destx, int desty, int origx, int origy, int srcx, int srcy,
int width, int height, IMB_BlendMode mode, bool accumulate);
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/**
*
* \attention Defined in indexer.c
*/
typedef enum IMB_Timecode_Type {
IMB_TC_NONE = 0, /* don't use timecode files at all */
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IMB_TC_RECORD_RUN = 1, /* use images in the order as they are recorded
* (currently, this is the only one implemented
* and is a sane default) */
IMB_TC_FREE_RUN = 2, /* use global timestamp written by recording
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* device (prosumer camcorders e.g. can do that) */
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IMB_TC_INTERPOLATED_REC_DATE_FREE_RUN = 4, /* interpolate a global timestamp using the
* record date and time written by recording
* device (*every* consumer camcorder can do
* that :) )*/
IMB_TC_RECORD_RUN_NO_GAPS = 8,
IMB_TC_MAX_SLOT = 4,
} IMB_Timecode_Type;
typedef enum IMB_Proxy_Size {
IMB_PROXY_NONE = 0,
IMB_PROXY_25 = 1,
IMB_PROXY_50 = 2,
IMB_PROXY_75 = 4,
IMB_PROXY_100 = 8,
IMB_PROXY_MAX_SLOT = 4,
} IMB_Proxy_Size;
/* defaults to BL_proxy within the directory of the animation */
void IMB_anim_set_index_dir(struct anim *anim, const char *dir);
void IMB_anim_get_fname(struct anim *anim, char *file, int size);
int IMB_anim_index_get_frame_index(struct anim *anim, IMB_Timecode_Type tc,
int position);
IMB_Proxy_Size IMB_anim_proxy_get_existing(struct anim *anim);
struct IndexBuildContext;
/* prepare context for proxies/imecodes builder */
struct IndexBuildContext *IMB_anim_index_rebuild_context(struct anim *anim, IMB_Timecode_Type tcs_in_use,
IMB_Proxy_Size proxy_sizes_in_use, int quality,
const bool overwite, struct GSet *file_list);
/* will rebuild all used indices and proxies at once */
void IMB_anim_index_rebuild(struct IndexBuildContext *context,
short *stop, short *do_update, float *progress);
/* finish rebuilding proxises/timecodes and free temporary contexts used */
void IMB_anim_index_rebuild_finish(struct IndexBuildContext *context, short stop);
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/**
* Return the length (in frames) of the given \a anim.
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*/
int IMB_anim_get_duration(struct anim *anim, IMB_Timecode_Type tc);
/**
* Return the fps contained in movie files (function rval is false,
* and frs_sec and frs_sec_base untouched if none available!)
*/
bool IMB_anim_get_fps(struct anim *anim,
short *frs_sec, float *frs_sec_base, bool no_av_base);
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/**
*
* \attention Defined in anim_movie.c
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*/
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
struct anim *IMB_open_anim(const char *name, int ib_flags, int streamindex, char colorspace[IM_MAX_SPACE]);
Multi-View and Stereo 3D Official Documentation: http://www.blender.org/manual/render/workflows/multiview.html Implemented Features ==================== Builtin Stereo Camera * Convergence Mode * Interocular Distance * Convergence Distance * Pivot Mode Viewport * Cameras * Plane * Volume Compositor * View Switch Node * Image Node Multi-View OpenEXR support Sequencer * Image/Movie Strips 'Use Multiview' UV/Image Editor * Option to see Multi-View images in Stereo-3D or its individual images * Save/Open Multi-View (OpenEXR, Stereo3D, individual views) images I/O * Save/Open Multi-View (OpenEXR, Stereo3D, individual views) images Scene Render Views * Ability to have an arbitrary number of views in the scene Missing Bits ============ First rule of Multi-View bug report: If something is not working as it should *when Views is off* this is a severe bug, do mention this in the report. Second rule is, if something works *when Views is off* but doesn't (or crashes) when *Views is on*, this is a important bug. Do mention this in the report. Everything else is likely small todos, and may wait until we are sure none of the above is happening. Apart from that there are those known issues: * Compositor Image Node poorly working for Multi-View OpenEXR (this was working prefectly before the 'Use Multi-View' functionality) * Selecting camera from Multi-View when looking from camera is problematic * Animation Playback (ctrl+F11) doesn't support stereo formats * Wrong filepath when trying to play back animated scene * Viewport Rendering doesn't support Multi-View * Overscan Rendering * Fullscreen display modes need to warn the user * Object copy should be aware of views suffix Acknowledgments =============== * Francesco Siddi for the help with the original feature specs and design * Brecht Van Lommel for the original review of the code and design early on * Blender Foundation for the Development Fund to support the project wrap up Final patch reviewers: * Antony Riakiotakis (psy-fi) * Campbell Barton (ideasman42) * Julian Eisel (Severin) * Sergey Sharybin (nazgul) * Thomas Dinged (dingto) Code contributors of the original branch in github: * Alexey Akishin * Gabriel Caraballo
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void IMB_suffix_anim(struct anim *anim, const char *suffix);
void IMB_close_anim(struct anim *anim);
void IMB_close_anim_proxies(struct anim *anim);
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/**
*
* \attention Defined in anim_movie.c
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*/
int ismovie(const char *filepath);
void IMB_anim_set_preseek(struct anim *anim, int preseek);
int IMB_anim_get_preseek(struct anim *anim);
/**
*
* \attention Defined in anim_movie.c
*/
struct ImBuf *IMB_anim_absolute(
struct anim *anim, int position,
IMB_Timecode_Type tc /* = 1 = IMB_TC_RECORD_RUN */,
IMB_Proxy_Size preview_size /* = 0 = IMB_PROXY_NONE */);
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/**
*
* \attention Defined in anim_movie.c
* fetches a define previewframe, usually half way into the movie
*/
struct ImBuf *IMB_anim_previewframe(struct anim *anim);
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/**
*
* \attention Defined in anim_movie.c
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*/
void IMB_free_anim(struct anim *anim);
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/**
*
* \attention Defined in filter.c
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*/
#define FILTER_MASK_NULL 0
#define FILTER_MASK_MARGIN 1
#define FILTER_MASK_USED 2
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void IMB_filter(struct ImBuf *ibuf);
void IMB_mask_filter_extend(char *mask, int width, int height);
void IMB_mask_clear(struct ImBuf *ibuf, char *mask, int val);
void IMB_filter_extend(struct ImBuf *ibuf, char *mask, int filter);
void IMB_makemipmap(struct ImBuf *ibuf, int use_filter);
void IMB_remakemipmap(struct ImBuf *ibuf, int use_filter);
struct ImBuf *IMB_getmipmap(struct ImBuf *ibuf, int level);
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/**
*
* \attention Defined in cache.c
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*/
void IMB_tile_cache_params(int totthread, int maxmem);
unsigned int *IMB_gettile(struct ImBuf *ibuf, int tx, int ty, int thread);
void IMB_tiles_to_rect(struct ImBuf *ibuf);
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/**
*
* \attention Defined in filter.c
2002-10-12 11:37:38 +00:00
*/
void IMB_filtery(struct ImBuf *ibuf);
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/**
*
* \attention Defined in scaling.c
2002-10-12 11:37:38 +00:00
*/
struct ImBuf *IMB_onehalf(struct ImBuf *ibuf1);
2002-10-12 11:37:38 +00:00
/**
*
* \attention Defined in scaling.c
2002-10-12 11:37:38 +00:00
*/
bool IMB_scaleImBuf(struct ImBuf *ibuf, unsigned int newx, unsigned int newy);
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/**
*
* \attention Defined in scaling.c
2002-10-12 11:37:38 +00:00
*/
bool IMB_scalefastImBuf(struct ImBuf *ibuf, unsigned int newx, unsigned int newy);
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/**
*
* \attention Defined in scaling.c
*/
void IMB_scaleImBuf_threaded(struct ImBuf *ibuf, unsigned int newx, unsigned int newy);
2002-10-12 11:37:38 +00:00
/**
*
* \attention Defined in writeimage.c
2002-10-12 11:37:38 +00:00
*/
short IMB_saveiff(struct ImBuf *ibuf, const char *filepath, int flags);
bool IMB_prepare_write_ImBuf(const bool isfloat, struct ImBuf *ibuf);
2002-10-12 11:37:38 +00:00
/**
*
* \attention Defined in util.c
2002-10-12 11:37:38 +00:00
*/
bool IMB_ispic(const char *name);
int IMB_ispic_type(const char *name);
2002-10-12 11:37:38 +00:00
/**
*
* \attention Defined in util.c
*/
2014-02-03 18:55:59 +11:00
bool IMB_isanim(const char *name);
/**
*
* \attention Defined in util.c
*/
int imb_get_anim_type(const char *name);
Multi-View and Stereo 3D Official Documentation: http://www.blender.org/manual/render/workflows/multiview.html Implemented Features ==================== Builtin Stereo Camera * Convergence Mode * Interocular Distance * Convergence Distance * Pivot Mode Viewport * Cameras * Plane * Volume Compositor * View Switch Node * Image Node Multi-View OpenEXR support Sequencer * Image/Movie Strips 'Use Multiview' UV/Image Editor * Option to see Multi-View images in Stereo-3D or its individual images * Save/Open Multi-View (OpenEXR, Stereo3D, individual views) images I/O * Save/Open Multi-View (OpenEXR, Stereo3D, individual views) images Scene Render Views * Ability to have an arbitrary number of views in the scene Missing Bits ============ First rule of Multi-View bug report: If something is not working as it should *when Views is off* this is a severe bug, do mention this in the report. Second rule is, if something works *when Views is off* but doesn't (or crashes) when *Views is on*, this is a important bug. Do mention this in the report. Everything else is likely small todos, and may wait until we are sure none of the above is happening. Apart from that there are those known issues: * Compositor Image Node poorly working for Multi-View OpenEXR (this was working prefectly before the 'Use Multi-View' functionality) * Selecting camera from Multi-View when looking from camera is problematic * Animation Playback (ctrl+F11) doesn't support stereo formats * Wrong filepath when trying to play back animated scene * Viewport Rendering doesn't support Multi-View * Overscan Rendering * Fullscreen display modes need to warn the user * Object copy should be aware of views suffix Acknowledgments =============== * Francesco Siddi for the help with the original feature specs and design * Brecht Van Lommel for the original review of the code and design early on * Blender Foundation for the Development Fund to support the project wrap up Final patch reviewers: * Antony Riakiotakis (psy-fi) * Campbell Barton (ideasman42) * Julian Eisel (Severin) * Sergey Sharybin (nazgul) * Thomas Dinged (dingto) Code contributors of the original branch in github: * Alexey Akishin * Gabriel Caraballo
2015-04-06 10:40:12 -03:00
/**
*
* \attention Defined in util.c
*/
bool IMB_isfloat(struct ImBuf *ibuf);
/* create char buffer, color corrected if necessary, for ImBufs that lack one */
void IMB_rect_from_float(struct ImBuf *ibuf);
2012-03-09 18:28:30 +00:00
/* Create char buffer for part of the image, color corrected if necessary,
* Changed part will be stored in buffer. This is expected to be used for texture painting updates */
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void IMB_partial_rect_from_float(struct ImBuf *ibuf, float *buffer, int x, int y, int w, int h, bool is_data);
void IMB_float_from_rect(struct ImBuf *ibuf);
void IMB_color_to_bw(struct ImBuf *ibuf);
void IMB_saturation(struct ImBuf *ibuf, float sat);
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/* converting pixel buffers */
void IMB_buffer_byte_from_float(unsigned char *rect_to, const float *rect_from,
int channels_from, float dither, int profile_to, int profile_from, bool predivide,
int width, int height, int stride_to, int stride_from);
void IMB_buffer_byte_from_float_mask(unsigned char *rect_to, const float *rect_from,
int channels_from, float dither, bool predivide,
int width, int height, int stride_to, int stride_from, char *mask);
void IMB_buffer_float_from_byte(float *rect_to, const unsigned char *rect_from,
int profile_to, int profile_from, bool predivide,
int width, int height, int stride_to, int stride_from);
void IMB_buffer_float_from_float(float *rect_to, const float *rect_from,
int channels_from, int profile_to, int profile_from, bool predivide,
int width, int height, int stride_to, int stride_from);
void IMB_buffer_float_from_float_threaded(float *rect_to, const float *rect_from,
int channels_from, int profile_to, int profile_from, bool predivide,
int width, int height, int stride_to, int stride_from);
void IMB_buffer_float_from_float_mask(float *rect_to, const float *rect_from,
int channels_from, int width, int height, int stride_to, int stride_from, char *mask);
void IMB_buffer_byte_from_byte(unsigned char *rect_to, const unsigned char *rect_from,
int profile_to, int profile_from, bool predivide,
int width, int height, int stride_to, int stride_from);
void IMB_buffer_float_clamp(float *buf, int width, int height);
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);
void IMB_buffer_float_premultiply(float *buf, int width, int height);
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/**
* Change the ordering of the color bytes pointed to by rect from
* rgba to abgr. size * 4 color bytes are reordered.
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*
* \attention Defined in imageprocess.c
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*/
void IMB_convert_rgba_to_abgr(struct ImBuf *ibuf);
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/**
*
* \attention defined in imageprocess.c
2002-10-12 11:37:38 +00:00
*/
void bicubic_interpolation(struct ImBuf *in, struct ImBuf *out, float u, float v, int xout, int yout);
2012-12-11 14:19:41 +00:00
void nearest_interpolation(struct ImBuf *in, struct ImBuf *out, float u, float v, int xout, int yout);
void bilinear_interpolation(struct ImBuf *in, struct ImBuf *out, float u, float v, int xout, int yout);
void bicubic_interpolation_color(struct ImBuf *in, unsigned char col[4], float col_float[4], float u, float v);
2012-12-11 14:19:41 +00:00
void nearest_interpolation_color(struct ImBuf *in, unsigned char col[4], float col_float[4], float u, float v);
void nearest_interpolation_color_wrap(struct ImBuf *in, unsigned char col[4], float col_float[4], float u, float v);
void bilinear_interpolation_color(struct ImBuf *in, unsigned char col[4], float col_float[4], float u, float v);
void bilinear_interpolation_color_wrap(struct ImBuf *in, unsigned char col[4], float col_float[4], float u, float v);
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void IMB_alpha_under_color_float(float *rect_float, int x, int y, float backcol[3]);
void IMB_alpha_under_color_byte(unsigned char *rect, int x, int y, float backcol[3]);
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/**
*
* \attention defined in readimage.c
*/
struct ImBuf *IMB_loadifffile(int file, const char *filepath, int flags, char colorspace[IM_MAX_SPACE], const char *descr);
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/**
*
* \attention defined in scaling.c
2002-10-12 11:37:38 +00:00
*/
struct ImBuf *IMB_half_x(struct ImBuf *ibuf1);
/**
*
* \attention defined in scaling.c
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*/
struct ImBuf *IMB_double_fast_x(struct ImBuf *ibuf1);
/**
*
* \attention defined in scaling.c
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*/
struct ImBuf *IMB_double_x(struct ImBuf *ibuf1);
/**
*
* \attention defined in scaling.c
2002-10-12 11:37:38 +00:00
*/
struct ImBuf *IMB_half_y(struct ImBuf *ibuf1);
/**
*
* \attention defined in scaling.c
2002-10-12 11:37:38 +00:00
*/
struct ImBuf *IMB_double_fast_y(struct ImBuf *ibuf1);
/**
*
* \attention defined in scaling.c
2002-10-12 11:37:38 +00:00
*/
struct ImBuf *IMB_double_y(struct ImBuf *ibuf1);
/**
*
* \attention Defined in rotate.c
2002-10-12 11:37:38 +00:00
*/
void IMB_flipx(struct ImBuf *ibuf);
void IMB_flipy(struct ImBuf *ibuf);
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/* Premultiply alpha */
void IMB_premultiply_alpha(struct ImBuf *ibuf);
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_unpremultiply_alpha(struct ImBuf *ibuf);
2002-10-12 11:37:38 +00:00
/**
*
* \attention Defined in allocimbuf.c
2002-10-12 11:37:38 +00:00
*/
void IMB_freezbufImBuf(struct ImBuf *ibuf);
void IMB_freezbuffloatImBuf(struct ImBuf *ibuf);
2002-10-12 11:37:38 +00:00
/**
*
* \attention Defined in rectop.c
2002-10-12 11:37:38 +00:00
*/
void IMB_rectfill(struct ImBuf *drect, const float col[4]);
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
void IMB_rectfill_area(struct ImBuf *ibuf, const float col[4], int x1, int y1, int x2, int y2, struct ColorManagedDisplay *display);
void IMB_rectfill_alpha(struct ImBuf *ibuf, const float value);
/* this should not be here, really, we needed it for operating on render data, IMB_rectfill_area calls it */
void buf_rectfill_area(unsigned char *rect, float *rectf, int width, int height,
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
const float col[4], struct ColorManagedDisplay *display,
int x1, int y1, int x2, int y2);
/* exported for image tools in blender, to quickly allocate 32 bits rect */
void *imb_alloc_pixels(unsigned int x,
unsigned int y,
unsigned int channels,
size_t typesize,
const char *name);
bool imb_addrectImBuf(struct ImBuf *ibuf);
void imb_freerectImBuf(struct ImBuf *ibuf);
bool imb_addrectfloatImBuf(struct ImBuf *ibuf);
void imb_freerectfloatImBuf(struct ImBuf *ibuf);
void imb_freemipmapImBuf(struct ImBuf *ibuf);
bool imb_addtilesImBuf(struct ImBuf *ibuf);
void imb_freetilesImBuf(struct ImBuf *ibuf);
/* threaded processors */
void IMB_processor_apply_threaded(int buffer_lines, int handle_size, void *init_customdata,
void (init_handle) (void *handle, int start_line, int tot_line,
void *customdata),
void *(do_thread) (void *));
typedef void (*ScanlineThreadFunc) (void *custom_data,
int start_scanline,
int num_scanlines);
void IMB_processor_apply_threaded_scanlines(int total_scanlines,
ScanlineThreadFunc do_thread,
void *custom_data);
/* ffmpeg */
void IMB_ffmpeg_init(void);
const char *IMB_ffmpeg_last_error(void);
Multi-View and Stereo 3D Official Documentation: http://www.blender.org/manual/render/workflows/multiview.html Implemented Features ==================== Builtin Stereo Camera * Convergence Mode * Interocular Distance * Convergence Distance * Pivot Mode Viewport * Cameras * Plane * Volume Compositor * View Switch Node * Image Node Multi-View OpenEXR support Sequencer * Image/Movie Strips 'Use Multiview' UV/Image Editor * Option to see Multi-View images in Stereo-3D or its individual images * Save/Open Multi-View (OpenEXR, Stereo3D, individual views) images I/O * Save/Open Multi-View (OpenEXR, Stereo3D, individual views) images Scene Render Views * Ability to have an arbitrary number of views in the scene Missing Bits ============ First rule of Multi-View bug report: If something is not working as it should *when Views is off* this is a severe bug, do mention this in the report. Second rule is, if something works *when Views is off* but doesn't (or crashes) when *Views is on*, this is a important bug. Do mention this in the report. Everything else is likely small todos, and may wait until we are sure none of the above is happening. Apart from that there are those known issues: * Compositor Image Node poorly working for Multi-View OpenEXR (this was working prefectly before the 'Use Multi-View' functionality) * Selecting camera from Multi-View when looking from camera is problematic * Animation Playback (ctrl+F11) doesn't support stereo formats * Wrong filepath when trying to play back animated scene * Viewport Rendering doesn't support Multi-View * Overscan Rendering * Fullscreen display modes need to warn the user * Object copy should be aware of views suffix Acknowledgments =============== * Francesco Siddi for the help with the original feature specs and design * Brecht Van Lommel for the original review of the code and design early on * Blender Foundation for the Development Fund to support the project wrap up Final patch reviewers: * Antony Riakiotakis (psy-fi) * Campbell Barton (ideasman42) * Julian Eisel (Severin) * Sergey Sharybin (nazgul) * Thomas Dinged (dingto) Code contributors of the original branch in github: * Alexey Akishin * Gabriel Caraballo
2015-04-06 10:40:12 -03:00
/**
*
* \attention defined in stereoimbuf.c
*/
void IMB_stereo3d_write_dimensions(
const char mode, const bool is_squeezed, const size_t width, const size_t height,
size_t *r_width, size_t *r_height);
void IMB_stereo3d_read_dimensions(
const char mode, const bool is_squeezed, const size_t width, const size_t height,
size_t *r_width, size_t *r_height);
int *IMB_stereo3d_from_rect(
struct ImageFormatData *im_format, const size_t x, const size_t y, const size_t channels,
int *rect_left, int *rect_right);
float *IMB_stereo3d_from_rectf(
struct ImageFormatData *im_format, const size_t x, const size_t y, const size_t channels,
float *rectf_left, float *rectf_right);
struct ImBuf *IMB_stereo3d_ImBuf(
struct ImageFormatData *im_format,
struct ImBuf *ibuf_left, struct ImBuf *ibuf_right);
void IMB_ImBufFromStereo3d(
struct Stereo3dFormat *s3d, struct ImBuf *ibuf_stereo,
struct ImBuf **r_ibuf_left, struct ImBuf **r_ibuf_right);
Multi-View and Stereo 3D Official Documentation: http://www.blender.org/manual/render/workflows/multiview.html Implemented Features ==================== Builtin Stereo Camera * Convergence Mode * Interocular Distance * Convergence Distance * Pivot Mode Viewport * Cameras * Plane * Volume Compositor * View Switch Node * Image Node Multi-View OpenEXR support Sequencer * Image/Movie Strips 'Use Multiview' UV/Image Editor * Option to see Multi-View images in Stereo-3D or its individual images * Save/Open Multi-View (OpenEXR, Stereo3D, individual views) images I/O * Save/Open Multi-View (OpenEXR, Stereo3D, individual views) images Scene Render Views * Ability to have an arbitrary number of views in the scene Missing Bits ============ First rule of Multi-View bug report: If something is not working as it should *when Views is off* this is a severe bug, do mention this in the report. Second rule is, if something works *when Views is off* but doesn't (or crashes) when *Views is on*, this is a important bug. Do mention this in the report. Everything else is likely small todos, and may wait until we are sure none of the above is happening. Apart from that there are those known issues: * Compositor Image Node poorly working for Multi-View OpenEXR (this was working prefectly before the 'Use Multi-View' functionality) * Selecting camera from Multi-View when looking from camera is problematic * Animation Playback (ctrl+F11) doesn't support stereo formats * Wrong filepath when trying to play back animated scene * Viewport Rendering doesn't support Multi-View * Overscan Rendering * Fullscreen display modes need to warn the user * Object copy should be aware of views suffix Acknowledgments =============== * Francesco Siddi for the help with the original feature specs and design * Brecht Van Lommel for the original review of the code and design early on * Blender Foundation for the Development Fund to support the project wrap up Final patch reviewers: * Antony Riakiotakis (psy-fi) * Campbell Barton (ideasman42) * Julian Eisel (Severin) * Sergey Sharybin (nazgul) * Thomas Dinged (dingto) Code contributors of the original branch in github: * Alexey Akishin * Gabriel Caraballo
2015-04-06 10:40:12 -03:00
#endif