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!
185 lines
5.0 KiB
C++
185 lines
5.0 KiB
C++
/*
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* Copyright 2011, Blender Foundation.
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*
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* This program is free software; you can redistribute it and/or
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* modify it under the terms of the GNU General Public License
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* as published by the Free Software Foundation; either version 2
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* of the License, or (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, write to the Free Software Foundation,
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* Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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*
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* Contributor:
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* Jeroen Bakker
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* Monique Dewanchand
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*/
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#ifndef _COM_CompositorContext_h
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#define _COM_CompositorContext_h
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#include <vector>
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#include "BKE_text.h"
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#include <string>
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#include "DNA_node_types.h"
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#include "DNA_color_types.h"
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#include "BLI_rect.h"
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#include "DNA_scene_types.h"
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#include "COM_defines.h"
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/**
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* @brief Overall context of the compositor
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*/
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class CompositorContext {
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private:
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/**
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* @brief The rendering field describes if we are rendering (F12) or if we are editing (Node editor)
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* This field is initialized in ExecutionSystem and must only be read from that point on.
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* @see ExecutionSystem
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*/
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bool m_rendering;
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/**
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* @brief The quality of the composite.
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* This field is initialized in ExecutionSystem and must only be read from that point on.
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* @see ExecutionSystem
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*/
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CompositorQuality m_quality;
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/**
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* @brief Reference to the render data that is being composited.
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* This field is initialized in ExecutionSystem and must only be read from that point on.
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* @see ExecutionSystem
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*/
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RenderData *m_rd;
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/**
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* @brief reference to the bNodeTree
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* This field is initialized in ExecutionSystem and must only be read from that point on.
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* @see ExecutionSystem
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*/
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bNodeTree *m_bnodetree;
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/**
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* @brief activegNode the group node that is currently being edited.
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*/
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bNode *m_activegNode;
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/**
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* @brief does this system have active opencl devices?
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*/
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bool m_hasActiveOpenCLDevices;
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/**
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* @brief Skip slow nodes
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*/
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bool m_fastCalculation;
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/* @brief color management settings */
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const ColorManagedViewSettings *m_viewSettings;
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const ColorManagedDisplaySettings *m_displaySettings;
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public:
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/**
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* @brief constructor initializes the context with default values.
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*/
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CompositorContext();
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/**
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* @brief set the rendering field of the context
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*/
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void setRendering(bool rendering) { this->m_rendering = rendering; }
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/**
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* @brief get the rendering field of the context
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*/
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bool isRendering() const { return this->m_rendering; }
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/**
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* @brief set the scene of the context
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*/
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void setRenderData(RenderData *rd) { this->m_rd = rd; }
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/**
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* @brief set the bnodetree of the context
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*/
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void setbNodeTree(bNodeTree *bnodetree) { this->m_bnodetree = bnodetree; }
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/**
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* @brief get the bnodetree of the context
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*/
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const bNodeTree *getbNodeTree() const { return this->m_bnodetree; }
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/**
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* @brief set the active groupnode of the context
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*/
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void setActivegNode(bNode *gnode) { this->m_activegNode = gnode; }
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/**
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* @brief get the active groupnode of the context
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*/
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const bNode *getActivegNode() const { return this->m_activegNode; }
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/**
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* @brief get the scene of the context
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*/
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const RenderData *getRenderData() const { return this->m_rd; }
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/**
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* @brief set view settings of color color management
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*/
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void setViewSettings(const ColorManagedViewSettings *viewSettings) { this->m_viewSettings = viewSettings; }
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/**
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* @brief get view settings of color color management
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*/
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const ColorManagedViewSettings *getViewSettings() const { return this->m_viewSettings; }
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/**
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* @brief set display settings of color color management
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*/
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void setDisplaySettings(const ColorManagedDisplaySettings *displaySettings) { this->m_displaySettings = displaySettings; }
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/**
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* @brief get display settings of color color management
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*/
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const ColorManagedDisplaySettings *getDisplaySettings() const { return this->m_displaySettings; }
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/**
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* @brief set the quality
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*/
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void setQuality(CompositorQuality quality) { this->m_quality = quality; }
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/**
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* @brief get the quality
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*/
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const CompositorQuality getQuality() const { return this->m_quality; }
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/**
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* @brief get the current framenumber of the scene in this context
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*/
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const int getFramenumber() const;
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/**
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* @brief has this system active openclDevices?
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*/
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const bool getHasActiveOpenCLDevices() const { return this->m_hasActiveOpenCLDevices; }
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/**
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* @brief set has this system active openclDevices?
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*/
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void setHasActiveOpenCLDevices(bool hasAvtiveOpenCLDevices) { this->m_hasActiveOpenCLDevices = hasAvtiveOpenCLDevices; }
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int getChunksize() { return this->getbNodeTree()->chunksize; }
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void setFastCalculation(bool fastCalculation) {this->m_fastCalculation = fastCalculation;}
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bool isFastCalculation() {return this->m_fastCalculation;}
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};
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#endif
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