Commit Graph

162 Commits

Author SHA1 Message Date
f745564e4e GSOC 2013 paint
Yep, at last it's here!

There are a few minor issues remaining but development can go on in
master after discussion at blender institute.

For full list of features see:

http://wiki.blender.org/index.php/Dev:Ref/Release_Notes/2.72/Painting

Thanks to Sergey and Campbell for the extensive review and to the
countless artists that have given their input and reported issues during
development.
2014-07-21 12:02:05 +02:00
Dalai Felinto
3312b20ac8 IMB buffer functions to take a mask as input
The mask make sure the conversion only happens in a few areas of the
buffer.

New Functions:
* IMB_buffer_byte_from_float_mask
* IMB_buffer_float_from_float_mask

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

Review: Sergey Sharybin
2014-05-02 20:56:16 -03:00
863352dfdc Correct issue with IMB_ispic returning bool 2014-04-30 10:43:46 +10:00
a15b3c4d11 Code cleanup: use bool 2014-04-11 11:33:29 +10:00
617557b08e Code cleanup: remove TRUE/FALSE & WITH_BOOL_COMPAT define 2014-04-01 15:22:28 +11:00
d900f5be55 Code cleanup: use bools where possible 2014-02-03 19:35:44 +11:00
Dalai Felinto
4abb8fde95 Photoshop PSD support
We now support the combined layer of Photoshop files (stored as layer 0
in the file). This way users can keep their files as multilayer PSD and
Blender always handle them as flat images.

For perfect alpha this requires an OpenImageIO update:
342cc2633f

Photoshop sample files:
https://github.com/OpenImageIO/oiio-images

Brecht has some pending fixes to push for OIIO as well, so we may as
well wait to update our libraries.

What works:
===========
* 8bit images (with or without alpha)
* 16bits images (alpha discarded)
* Photoshop files saved with 'Maximum Compatibility'
* Cycles, Blender internal,  BGE (and player)

Known limitations
(due to OIIO dependency):
=========================
* Images with less than 4 channels show a wrong thumbnail (bug may be in  OIIO)
* Packed images are not supported
* We do not write PSD files.

Note: old Blenders have support for PSD via Quicktime library. But due
to license issues this was discontinued.

Many thanks for Brecht van Lommel for reviewing the patch, suggesting
multiple improvements and to help solving the alpha issue.
2013-10-08 21:17:24 +00:00
fc6c283271 code cleanup: use bool for imbuf allocation functions. 2013-09-10 01:00:03 +00:00
70eaf2fe44 Image paint: 2D painting now supports texture masks and does masking more
consistent with projection painting.

Also did some refactoring of this code, moving the brush image creation code
out of brush.c and making it consistent with image updating code.
2013-05-12 09:14:13 +00:00
63f05576b8 More image painting fixes:
* 2D image painting support for masking to limit the max contribution of a stroke
  to a pixel, to get it working compatible with projection painting. Not strictly
  a bugfix, but the inconsistency here was annoying.

* Fix python errors in Texture Mask panel in image editor, was missing overlay
  options.

* Clamp paint mask to 0..1 in case some texture exceeds it, this could give black
  pixels due to integer overflow.
2013-04-30 06:07:42 +00:00
fe6c45e36e Fix #34233: bad alpha blending for 3D texture painting. Same changes as the
previous fix for 2D image painting were done, and also:

* For brushes that do masking (keeping the max contribution to a pixel limited),
  the alpha from textures is now part of the mask. In many cases the logic
  worked out the same and where it didn't it used to cause artifacts.

* Color interpolation for smear and soften tools now happens in premultipied
  space, to avoid bleeding of RGB colors from zero alpha areas.

* Fix a few cases where byte <=> float conversion was not doing the proper
  straight <=> premul conversion.

* Replace some float division by constants with multiplications, is faster.

Note: float texture painting seems to have some issues updating the OpenGL
texture, but issue was already there before this commit.
2013-04-28 11:55:41 +00:00
8f9150871c Fix part of #34233: bad alpha blending for 2D image painting. This is a very
old issue, the formulas here were never quite right, should all work ok now
with byte and float images.

Some differences:

* Colors with zero alpha from the background will never have an influence, so
  you don't get alpha fringes when painting over such areas. This does give
  hard edges when looking at the RGB channels alone, but there's no way to
  avoid that and fringes at the same time, same behavior as other painting apps.

* Add/Subtract/Multiply/Lighten/Darken now leave the alpha channel unchanged
  and work only the RGB channels, again same behavior as many other apps.

* Erase/Add alpha now compensates for premultiplied float images to keep the
  straight RGB colors the same.

Next: fix projection painting.
2013-04-27 12:51:23 +00:00
64d161de87 style cleanup:
also rename mesh_getVertexCos() --> BKE_mesh_vertexCos_get() to match curve function.
2013-03-26 07:29:01 +00:00
6dc4ea34e4 Multi-threaded frame calculation for movie clip proxies
This commit implements multi-threaded calculation of frames
when building proxies. Both scaling and undistortion steps
are now threaded.

Frames and proxy resolution are still handled one-by-one,
saving files after every single step. So if HDD is not so
fast, this commit could have not so much benefit.

Internal changes:

- Added IMB_scaleImBuf_threaded which scales given image
  buffer in multiple threads and uses bilinear filtering.

- libmv's camera intrinsics now have SetThreads() method
  which is used to specify how many OpenMP threads to use
  for buffer distortion/undistortion.

  And yeah, this code is using OpenMP for threading.

- Reshuffled a bit libmv-capi calls and added function
  BKE_tracking_distortion_set_threads to specify number
  of threads used by intrinscis.
2013-03-15 11:59:46 +00:00
c69f571478 Remove unused IMB function which wasn't ported to new color management
Also marked some TODOs as actually solved.
2013-01-08 13:32:48 +00:00
fa0805e287 Changes for opengl render to reflect new alpha premul pipeline
without hurting quick texture painting

- ED_view3d_draw_offscreen will now output buffer with
  transparent alpha, if sky needed it should be alpha-undered
  later.

- ED_view3d_draw_offscreen_imbuf now accepts alpha mode as an
  argument which could be either R_ADDSKY or R_PREMULALPHA

- OpenGL render and sequencer's opengl preview will now reflect
  scene's Alpha Mode

- Quick Edit will use OpenGL with transparent alpha mode
2013-01-05 15:33:18 +00:00
08cea96ab0 Alpha premul pipeline cleanup
This assumptions are now made:
- Internally float buffers are always linear alpha-premul colors
- Readers should worry about delivering float buffers with that
  assumptions.
- There's an input image setting to say whether it's stored with
  straight/premul alpha on the disk.
- Byte buffers are now assumed have straight alpha, readers should
  deliver straight alpha.

Some implementation details:

- Removed scene's color unpremultiply setting, which was very
  much confusing and was wrong for default settings.
  Now all renderers assumes to deliver premultiplied alpha.

- IMB_buffer_byte_from_float will now linearize alpha when
  converting from buffer.

- Sequencer's effects were changed to assume bytes have got
  straight alpha. Most of effects will work with bytes still,
  however for glow it was more tricky to avoid data loss, so
  there's a commented out glow implementation which converts
  byte buffer to floats first, operates on floats and returns
  bytes back. It's slower and not sure if it should actually
  be used -- who're using glow on alpha anyway?

- Sequencer modifiers should also be working nice with straight
  bytes now.

- GLSL preview will predivide float textures to make nice shading,
  shading with byte textures worked nice (GLSL was assuming straight
  alpha).

- Blender Internal will set alpha=1 to the whole sky. The same
  happens in Cycles and there's no way to avoid this -- sky is
  neither straight nor premul and doesn't fit color pipeline well.

- Straight alpha mode for render result was also eliminated.

- Conversion to correct alpha need to be done before linearizing
  float buffer.

- TIFF will now load and save files with proper alpha mode setting
  in file meta data header.

- Remove Use Alpha from texture mapping and replaced with image
  datablock setting.

  Behaves much more predictable and clear from code point of view
  and solves possible regressions when non-premultiplied images were
  used as textures with ignoring alpha channel.
2012-12-31 13:52:13 +00:00
5943c81a93 code cleanup: neareast -> nearest 2012-12-11 14:19:41 +00:00
316d33ea0b Change a way how image sequence/movie source is detecting for movie clip
Use IMB_testiffname to check whether file could be handled by ImBuf or
whether it should be handled by anim routines.

It solves the issue when file without extension is used for movie clip.
2012-11-05 10:32:47 +00:00
85d9ba5cbb Fix issue after commit 50282: float texture painting non-color data textures did
not do correct partial updates, now it remembers if the opengl texture is a
non-color data texture or not and takes that into account for the update.

Also includes some renaming ncd => is_data for consistency with color space
terminology used elsewhere.
2012-10-25 15:25:28 +00:00
ae32c946e1 style cleanup: define float sizes for interpolation functions, add retirn's on newlines (to better add breakpoints). 2012-10-01 06:18:45 +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
a71b160184 fix for building on msvc2008 (also style cleanup) 2012-09-04 01:23:50 +00:00
1b487e9948 Some FFmpeg changes
- Make FFmpeg initialization called from creator, not from functions
  which requires FFmpeg. Makes it easier to follow when initialization
  should happen.

- Enable DNxHD codec. It was commented a while ago due to some strange
  behavior on some platforms. Re-tested it on Linux and Windows and
  it seemd to be working quite nice. Would let it be tested further,
  if it wouldn't be stable enough, easy to comment it again.

- Make non-error messages from writeffmpeg.c printed only if ffmpeg
  debug argument was passed to blender. Reduces console pollution
  with messages which are not useful for general troubleshooting.
  Error messages would still be printed to the console.

- Show FFmpeg error message when video stream failed to allocate.
  makes it easier to understand what exactly is wrong from Blender
  interface, no need to restart blender with FFmpeg debug flag and
  check for console messages.

  Used custom log callback for this which stores last error message
  in static variable. This is not thread safe, but with current
  design FFmpeg routines could not be called form several threads
  anyway, so think it's fine solution/
2012-08-26 11:01:14 +00:00
10f631094c fix [#32126] STAMP: Setting a background color causes color flicker
when rendering the sequencer can output float or char buffers which stamp wasn't accounting for.
2012-08-12 22:50:21 +00:00
6cf1a9834b Made image buffer threaded processor generic function,
so color management could use the same routines.

Should be no functional changes.
2012-08-07 16:47:46 +00:00
0b7593a3dc finish cleanup for plugins 2012-05-29 10:31:42 +00:00
de6af75d4d code cleanup: use array size and const for vector args 2012-05-26 16:04:31 +00:00
8bf1615ce3 == Sequencer ==
Bugfix: [#28159] sequencer strip crop values on proxy not scene render size

Also: IMB saturation change moved into imbuf-module.
2012-03-17 19:31:28 +00:00
89a963fb7f style cleanup: comment blocks 2012-03-09 18:28:30 +00:00
4f7bdc59d3 style cleanup: spelling.
also remove large, duplicate comments from sunsky.h
2012-03-09 00:41:09 +00:00
f6ae27daef style cleanup - comment spelling + translate some dutch. 2012-03-04 04:35:12 +00:00
7bbf4b7831 style cleanup
- spelling - turns out we had tessellation spelt wrong all over.
- use \directive for doxy (not @directive)
- remove BLI_sparsemap.h - was from bmesh merge IIRC but entire file commented and not used.
2012-03-02 16:05:54 +00:00
7cc206ddca Code Cleanup: remove non existing function declarations.
added some missing functions too - which are not used yep but should be there for api completeness.
* CDDM_set_mloop
* CDDM_set_mpoly
* BLI_mempool_count
2012-02-29 15:00:37 +00:00
d8bdd4497e Refactor of proxies build operators
Split proxy build operator into three parts:
- Prepare context (IMB_anim_index_rebuild_context) which prepares all
  needed data and stores it in an anonymous structure used by specific
  builder lately.
- Build proxies/timecodes into temporary files (IMB_anim_index_rebuild)
  This function will build all selected proxies/timecodes into a temporary
  files so old proxies will be still available during building.
- Finish building proxies (IMB_anim_index_rebuild_finish) which copies
  temporary files over old proxies filed and releases all resources used
  by a context.

Context creation and finishing building happens in a main thread so
it's easy and safe to close all opened handles of proxies files and
refresh cache after rebuilding is finished.

This should finally fix #30315: Temporary proxy files are not erased and old proxys are not updated if the proxy is built more then once (windows)
2012-02-29 12:08:26 +00:00
4662e40bfa Fix #30315: Temporary proxy files are not erased and old proxys are not updated if the proxy is built more then once (windows)
Two issues are fixed here:
- On windows rename() doesn't actually renames file if destination file is already exist.
  Solved by ulinking previously built proxy/timecode.
- IMB_TC_MAX_SLOT was set to incorrect value leading to record run timecode calculating
  several times.
2012-02-23 10:18:10 +00:00
2b7ca2304a unify include guard defines, __$FILENAME__
without the underscores these clogged up the namespace for autocompleation which was annoying.
2012-02-17 18:59:41 +00:00
40e2942f25 Fix related to #30152, rainbow colours produced when loading hdr image to 3D viewport/ the Nyan cat bug.
Issue is caused by scaling for power of 2 dimensions and mipmapping that happens through GLU. It looks like the library cannot handle float colour values above 1.0 correctly. Since we are close to release I will just clamp the srgb result for now even though it will result in a small performance loss for 16 bit textures only. 

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

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

I went for the most compatible solution. Maybe after release this can be tested if other devs agree.
2012-02-14 13:25:23 +00:00
68fd186586 use warnigns for all msvc configurations 2012-01-06 05:13:36 +00:00
5233aea8fb Fix mistake in recent refactoring, dither needs to be float not int. 2012-01-05 17:50:34 +00:00
b9ff5840a6 Code refactoring: add unified image buffer functions for doing float => byte,
byte => float, float => float, byte => byte conversions with profile, dither
and predivide. Previously code for this was spread out too much.

There should be no functional changes, this is so the predivide/table/dither
patches can work correctly.
2011-12-28 13:29:33 +00:00
3f81d010e3 Free run no gaps time code implementation
This commit adds new timecode type which counts frames in gapless mode (counting
actually decoded frames instead of using pts to find frame number) which might
resolve issues with files which have got broken or incorrect base time value stored
in the header.

This timecode allows to deal with movies from #29388: Abnormal frame length on MP4 files
2011-12-15 12:18:09 +00:00
e84c0980a3 correct indentation and some whitespace edits (no functional changes) 2011-11-11 13:09:14 +00:00
fa6e6e7fc0 pass image description to image loading functions for more useful error than 'Unknown fileformat'. 2011-10-27 04:24:34 +00:00
4a04f72069 remove $Id: tags after discussion on the mailign list: http://markmail.org/message/fp7ozcywxum3ar7n 2011-10-23 17:52:20 +00:00
79249f8aed fix [#28430] Image with Stampinfo does not get saved correctly with alpha 2011-08-31 01:05:40 +00:00
c07bd1439a == Sequencer ==
This patch adds:

* support for proxy building again (missing feature from Blender 2.49)
  additionally to the way, Blender 2.49 worked, you can select several
  strips at once and make Blender build proxies in the background (using
  the job system)
  Also a new thing: movie proxies are now build into AVI files, and
  the proxy system is moved into ImBuf-library, so that other parts
  of blender can also benefit from it.
  
* Timecode support: to fix seeking issues with files, that have
  a) varying frame rates
  b) very large GOP lengths
  c) are broken inbetween
  d) use different time code tracks
  
  the proxy builder can now also build timecode indices, which are
  used (optionally) for seeking.
  
  For the first time, it is possible, to do frame exact seeking on
  all file types.
  
* Support for different video-streams in one video file (can be
  selected in sequencer, other parts of blender can also use it,
  but UI has to be added accordingly)

* IMPORTANT: this patch *requires* ffmpeg 0.7 or newer, since
  older versions don't support the pkt_pts field, that is essential
  for building timecode indices.
  
  Windows and Mac libs are already updated, Linux-users have to build
  their own ffmpeg verions until distros keep up.
2011-08-28 14:46:03 +00:00
b154b59938 New dilation function from Morten Mikkelsen (aka sparky).
This commit fixes very noticeable seams caused by margins
calculated incorrectly. This commit changes way margin is
calculated in and makes textures really seamless.

Also margin limited to 32 isn't good now -- artists are baking
really large textures nowadays so margin is now limited to 64px.

Thank you, Morten!
2011-07-24 10:26:22 +00:00
734a4aa428 fix [#27746] Black and White Render doesn't work and/or Saves as a Blank screen
convert to grayscale when saving renders rather then only writing the red channel.
2011-06-24 03:49:56 +00:00
1d41694e69 fix [#27662] Storing png/tga images ignore Alpha settings
- don't clear alpha when baking RGB images
- when baking results in partial alpha. set the depth to 32.
2011-06-15 01:56:49 +00:00