Commit Graph

138 Commits

Author SHA1 Message Date
Julian Eisel
175110ec87 Cleanup: 'area' vs 'region'
Apparently this is the result of some sloppiness during 2.5 project and since then it confused people who were trying to understand the area-region relation (myself included).

Sorry if this causes merge conflicts for anyone, but at some point we really had to do it :/
2015-11-28 17:22:44 +01:00
7a09d15ade Cleanup: comments/style 2015-11-06 05:34:05 +11:00
43bf78c946 Image editor: Add options to display separate R, G and B channels
Works totally similar to backdrop in the compositor.

Requested by Sean Kennedy, but could be useful for lots for VFX guys.

Reviewers: campbellbarton

Reviewed By: campbellbarton

Subscribers: sebastian_k, hype

Differential Revision: https://developer.blender.org/D1590
2015-10-30 16:07:10 +05:00
8191066c0b Fix T46223: multiview image sequences crashing.
Differential Revision: https://developer.blender.org/D1549
2015-10-15 01:58:28 +02:00
3d5622a208 Cleanup: pass pointer to rctf 2015-10-05 20:48:53 +11:00
Julian Eisel
b05cf040cb Cleanup: Use bool instead of int 2015-07-01 21:48:42 +02:00
711e2f71a8 Support displaying metadata for images in sequencer preview windows (not
backdrop)
2015-05-04 12:18:19 +02:00
50bfc4bfa0 Metadata display support - patch by Julian and me.
Basically, blender adds a few metadata fields to images when
we render an image. Those metadata can now be viewed in the
image editor.

Also, made sure metadata are available when we write imbufs
to disc with "Save As". There may be more cases here that need
fixing, but this means that loading an image with metadata
will now properly preserve them in blender.
2015-04-21 18:37:06 +02:00
Dalai Felinto
d5f1b9c222 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
62b31a6e99 Avoid per-draw allocation when drawing currently rendering tiles 2015-03-20 19:56:09 +05:00
26d7b6c517 Fix T43831: Image Editor: Render info not displayed
Issue was caused by b62c2a9 and root of it goes to the fact that text
info is stored in the "main" scene, not the currently rendering one.

This is a bit annoying but making it so text and result are coming
from the same scene is a bit dangerous to do now. Will re-visit this
change after the release and see if it might be done in a more clear
fashion.
2015-03-11 00:04:59 +05:00
491839b3c8 Fix T42857: Inconsistency between cache line visibility and ability to change frame from image space 2014-12-09 20:34:28 +05:00
aaf772b724 Current tile highlight should use render data from the engine
Otherwise tweaking resolution/border would affect the way tiles are highlighted.
2014-10-10 02:11:36 +06:00
a51aeedade Experiment with the compositor border in editor
Preserve buffer form previous runs so it's possible to make
a compo of full frame, then draw a border and start tweaking
nodes and see updates in that border.

Main idea is to make it able to visually compare difference
between what was changed inside the border and how frame
looked before the tweaks outside of the border.

Also implemented Clear Viewer Border in compositor, shortcut
it Ctrl-Alt-B.

Reviewers: lukastoenne, jbakker

CC: venomgfx, sebastian_k

Differential Revision: https://developer.blender.org/D582
2014-06-30 23:01:20 +06:00
f37c971878 Code cleanup: use ED_gpencil_ prefix for grease pencil 2014-06-14 02:54:17 +10:00
4ca67869cc Code cleanup: remove unused includes
Opted to keep includes if they are used indirectly (even if removing is possible).
2014-05-01 04:47:51 +10:00
3803c646d8 Changes to cache line display in image editor
Only show it when having active mask or when current image
is a sequence or movie.
2014-04-30 17:40:02 +06:00
9ae0e585b0 View2d: API Cleanup for view<->region conversion
View2D had some inconsistencies making it error prone in some cases.

- Inconstant checking for NULL x/y args.
  Disallow NULL args for x/y destination pointers, instead add:
  - UI_view2d_region_to_view_x/y
  - UI_view2d_view_to_region_x/y

- '_no_clip' suffix wasn't always used for non-clipping conversion,
  switch it around and use a '_clip' suffix for all funcs that clip.

- UI_view2d_text_cache_add now clips before adding cache.

- '_clip' funcs return a bool to quickly check if its in the view.

- add conversion for rectangles, since this is a common task:
  - UI_view2d_view_to_region_rcti
  - UI_view2d_region_to_view_rctf
2014-04-21 16:59:40 +10:00
64e7065c93 Fix part T39643: Compositor renders blank Render Layer from other Scenes
Fixed the part with missing tiles highlight and render info when rendering
different scene via the render layers node.

Displaying of the rendered result for a different scene after the render
is finished is still not "fixed". That's an intended behavior actually
to display render result for an active scene.
2014-04-11 19:17:22 +06:00
11ee2d8b97 implement cache line for image editor
It works exactly the same as a cache line in movie clip editor.
2014-04-02 16:54:30 +06:00
097a3756c0 Code cleanup: use bool 2014-03-31 23:39:08 +11:00
8901701808 UI: Display alpha checkers in image info's color swatch. 2013-12-24 17:20:37 +11:00
8a3d3de3ae UI: fix for slight glitch drawing image info
Using sub-pixel position made the text clip badly sometimes.
2013-12-24 15:06:38 +11:00
c1c26c36f6 Style Cleanup: remove preprocessor indentation (updated wiki style guide too) 2013-12-22 14:12:19 +11:00
1815225faa Blender Font (BLF): add length argument to string width/height functions
This also fixes a crash editing buttons longer then UI_MAX_DRAW_STR
2013-12-02 21:10:07 +11:00
51a7089bea Fix #36980: Color space issue when displaying pixel color in a render
HSV values were calculated from a linear space color, which is
not so much useful and correct. Now RGB(A) buffers will use
color managed color for HSV values.

Still not sure which color to use for HSV when there's only one
channel in a buffer. This part left unchanged for now.
2013-10-07 08:06:19 +00:00
ca152da258 Remove unused and meaningless line. 2013-10-07 07:53:36 +00:00
ac0a8af414 fix [#35518] UV Mapping crashes the Blender with specific image file
2 bugs here
- missing NULL check in IMB_colormanagement_display_settings_from_ctx()
- deadlock in draw_image_paint_helpers()

Simple solution is to not draw paint helpers for render/viewer images.
2013-05-27 06:06:35 +00:00
c9a10b99ff Cycles: optimization for 3D viewport border render with heavy scenes, the OpenGL
render of objects could slow things down when redrawing the view each time a new
sample is displayed.

Now it does a partial redraw of the viewport with only the render border area,
skipping OpenGL object drawing while the render is refining.
2013-04-14 21:42:58 +00:00
a305452275 Paint refactoring commit, non-disruptive (in theory :p)
* Fix precision overflow issue with overlay previews,
* Expose alpha mask mapping to UI (still not functional but coming soon).
* More overlay refactoring:

Overlay now does minimal checking for texture refresh.
Instead, we now have invalidation flags to set an aspect of the brush
overlay as invalid. This is necessary because this way we will be able to
separate and preview different brush attributes on the overlays, using
different textures:

These attributes/aspects are:

Primary texture (main texture for sculpt, vertex, imapaint)
Secondary texture (mask/alpha texture for imapaint)
Cursor texture (cursor texture. It involves brush strength and curves)

Modified the relevant RNA property update functions and C update callback
functions to call the relevant cursor invalidation functions instead
of checking every frame for multiple properties.

Properties that affect this are:

Image changes, if image is used by current brush,
Texture slot changes, similarly
Curve changes,
Object mode change invalidates the cursor
Paint tool change invalidates the cursor.

These changes give slightly more invalidation cases than simply
comparing the relevant properties each frame, but these do not occur in
performance critical moments and it's a much more elegant system than
adding more variables to check per frame each time we add something on
the system.
2013-04-12 17:21:31 +00:00
752ad1bc37 More usage of GLSL for color managed image drawing
Uses GLSL for drawing image in Image Editor space.

This requires change in image_buffer_rect_update, so
original float buffer is being updated as well. This
is unlikely be something bad, but will keep an eye
on this change.

Also no byte buffer allocation happens there, this
is so because byte buffer used for display only
and in case of GLSL display such allocation and
partial update is just waste of time.

Also switched OpenGL render from using CPU color
space linearization to GLSL color space transform.
Makes OpenGL rendering pretty much faster (but
still slower than in 2.60).

internal changes:

- Added functions to setup GLSL shader for color
  space conversion in colormanagement.c. Currently
  conversion form a colorspace defined by a role to
  linear space is implemented. Easy to extend to
  other cases.

- Added helper functions to glutil.c which does
  smarter image buffer draw (calling all needed OCIO
  stuff, editors now could draw image buffer with a
  single function call -- all the checks are done in
  glutil.c).

- Also added helper function for buffer linearization
  from a given role to glutil.c. Everyone now able to
  linearize buffer with a single call.

  This function will do nothing is GLSL routines fails
  or not supported.

  And one last this: this function uses offscreen
  drawing, could potentially give issues on some
  cards, also will keep an eye on this.
2013-04-02 17:28:37 +00:00
b19155e76c Fix #34672: Image sampling line didn't use color management for byte buffers
This makes it so sample line (for all image editor, sequencer and compositor)
displaying managed color for byte buffers as well. It was simply not implemented
before.
2013-03-18 11:34:05 +00:00
66a35e089a Fix for "draw images as texture"
Zooming in on images in Image window now shows pixels again (was filtered).

Now the glaDrawPixelsTex() and glaDrawPixelsAuto() have an argument to 
define if images should zoom in with linear filter, or draw pixels.
2013-03-17 17:32:45 +00:00
ce7bde9677 Feature:
Image Editor and 3D view background image now use new automatic switching for
drawing GPU texture or OpenGL DrawPixels too. For large zoomed images
it gives massive speedup.
2013-03-17 16:54:06 +00:00
3cdda97508 Fix color sampling info at the bottom of the image editor not respecting DPI.
(don't bother updating the RC for this, it's not an important fix)
2013-02-13 19:01:33 +00:00
518bfbb1c9 style cleanup 2013-02-02 04:58:03 +00:00
1a750e00e7 Alpha display changes:
Previous alpha-overing on black for RGB display wasn't so much useful
for artists, changed in a way:

- Made RGBA display default for node editor backdrop and image editor,
  so it'll be clear that image does have alpha channel
- RGB display will ignore alpha channel completely

Reshuffled buttons for RGBA/RGB so now the order is following:
    RGBA | RGB | Alpha | Z

Still to come: startup.blend shall be altered to make RGBA default.
2013-01-29 12:03:38 +00:00
4d50d3ac43 Tiles highlight shall work fine with border render now
Before it was some offset from actual tile pixels.
2013-01-24 13:55:04 +00:00
baad27ec80 Spelling corrections 2013-01-15 07:56:50 +00:00
0c1d1e6c30 Alpha-over images on a black background when in RGB display mode
This is actually a bit arbitrary decision and mainly it preserves
compatibility with how images were displaying in previous releases.

In fact, we actually would need to think about configurable backdrop
color and blending mode to be used for display in RGB mode.
2013-01-08 15:34:33 +00:00
93a6872a25 Fix #33761: Infinite loop in space_image if tile size > image size 2013-01-05 07:30:52 +00:00
2e0e2cb170 Highlight currently rendering tiles
This commit implements highlight of tiles which are being currently
rendered for both Blender Internal and Cycles (and should be possible
to use it for other external engines as well).

Couple of implementation details:

- Added one extra boolean flag to render engine which should be set
  to truth if render engine wants to highlight tiles. If so, property
  use_highlight_tiles should be set to True.

- Render Part's ready boolena was changed by status enum, which could
  be NONE, IN_PROGRESS and READY. All render part with IN_PROGRESS
  status will be highlighted in image editor.

- For external engines render part's status is filling in automatically.
  Initially all render parts has got NONE status, then one external
  engine acquire render result, corresponding part will change status
  to IN_PROGRESS. As soon as render result is finished, corresponding
  render part will change status to FINISHED

  This should make it easy to highlight tiles for other engines as well.
2013-01-01 16:15:13 +00:00
6ac7ab48f4 Small fix: increased precision print of color sampling float images with 1 digit.
Now it prints 5, which shows better whether a buffer is float, or half float.
2012-12-28 13:44:44 +00:00
5c6f6301b0 Image thread safe improvements
This commit makes BKE_image_acquire_ibuf referencing result, which means once
some area requested for image buffer, it'll be guaranteed this buffer wouldn't
be freed by image signal.

To de-reference buffer BKE_image_release_ibuf should now always be used.

To make referencing working correct we can not rely on result of
image_get_ibuf_threadsafe called outside from thread lock. This is so because
we need to guarantee getting image buffer from list of loaded buffers and it's
referencing happens atomic. Without lock here it is possible that between call
of image_get_ibuf_threadsafe and referencing the buffer IMA_SIGNAL_FREE would
be called. Image signal handling too is blocking now to prevent such a
situation.

Threads are locking by spinlock, which are faster than mutexes. There were some
slowdown reports in the past about render slowdown when using OSX on Xeon CPU.
It shouldn't happen with spin locks, but more tests on different hardware would
be really welcome. So far can not see speed regressions on own computers.

This commit also removes BKE_image_get_ibuf, because it was not so intuitive
when get_ibuf and acquire_ibuf should be used.

Thanks to Ton and Brecht for discussion/review :)
2012-11-15 15:59:58 +00:00
0e494b74c4 style cleanup 2012-10-26 04:14:10 +00:00
f3ece5a108 style cleanup: trailing tabs & expand some non prefix tabs into spaces. 2012-10-21 05:46:41 +00:00
ed1cda9a6c style cleanup 2012-09-30 06:12:47 +00:00
25c96bc9f3 code cleanup: remove unused macros, commet some which may be useful later - or good to keep for completeness. quieted some warnings and add flags -Wmissing-include-dirs and -Wno-div-by-zero to cmake/gcc 2012-09-20 01:02:39 +00:00
232571c61a code cleanup: replace macro for BLI_rect size/center with inline functions. 2012-09-15 11:48:20 +00:00
a73dd3476e Color Management, Stage 2: Switch color pipeline to use OpenColorIO
Replace old color pipeline which was supporting linear/sRGB color spaces
only with OpenColorIO-based pipeline.

This introduces two configurable color spaces:

- Input color space for images and movie clips. This space is used to convert
  images/movies from color space in which file is saved to Blender's linear
  space (for float images, byte images are not internally converted, only input
  space is stored for such images and used later).

  This setting could be found in image/clip data block settings.

- Display color space which defines space in which particular display is working.

  This settings could be found in scene's Color Management panel.

When render result is being displayed on the screen, apart from converting image
to display space, some additional conversions could happen.

This conversions are:

- View, which defines tone curve applying before display transformation.
  These are different ways to view the image on the same display device.
  For example it could be used to emulate film view on sRGB display.

- Exposure affects on image exposure before tone map is applied.

- Gamma is post-display gamma correction, could be used to match particular
  display gamma.

- RGB curves are user-defined curves which are applying before display
  transformation, could be used for different purposes.

All this settings by default are only applying on render result and does not
affect on other images. If some particular image needs to be affected by this
transformation, "View as Render" setting of image data block should be set to
truth. Movie clips are always affected by all display transformations.

This commit also introduces configurable color space in which sequencer is
working. This setting could be found in scene's Color Management panel and
it should be used if such stuff as grading needs to be done in color space
different from sRGB (i.e. when Film view on sRGB display is use, using VD16
space as sequencer's internal space would make grading working in space
which is close to the space using for display).

Some technical notes:

- Image buffer's float buffer is now always in linear space, even if it was
  created from 16bit byte images.

- Space of byte buffer is stored in image buffer's rect_colorspace property.

- Profile of image buffer was removed since it's not longer meaningful.

- OpenGL and GLSL is supposed to always work in sRGB space. It is possible
  to support other spaces, but it's quite large project which isn't so
  much important.

- Legacy Color Management option disabled is emulated by using None display.
  It could have some regressions, but there's no clear way to avoid them.

- If OpenColorIO is disabled on build time, it should make blender behaving
  in the same way as previous release with color management enabled.

More details could be found at this page (more details would be added soon):
http://wiki.blender.org/index.php/Dev:Ref/Release_Notes/2.64/Color_Management

--
Thanks to Xavier Thomas, Lukas Toene for initial work on OpenColorIO
integration and to Brecht van Lommel for some further development and code/
usecase review!
2012-09-15 10:05:07 +00:00