forked from blender/blender
Jesse Yurkovich
b89548add0
Prior to using OIIO for image loading, DDS files were hard-coded to always treat files with BC5/ATI2 compression as normal maps[1]. This basically means that the B channel would be reconstructed from the R,G channels in a particular way. There is a non-standard header flag (coming from tools like NVTT and various others) that can also be used to indicate if such processing should take place, and OIIO understands that flag and acts appropriately. However, not all files have that flag set. This patch reverts to the hard-coded behavior to match prior versions. If the user has explicitly set the OIIO environment variable to say otherwise, we will respect that setting instead. [1] https://projects.blender.org/blender/blender/src/branch/blender-v3.5-release/source/blender/imbuf/intern/dds/DirectDrawSurface.cpp#L870 Pull Request: blender/blender#109541 Pull Request: blender/blender#109694 |
||
---|---|---|
.. | ||
intern | ||
CMakeLists.txt | ||
IMB_colormanagement.h | ||
IMB_imbuf_types.h | ||
IMB_imbuf.h | ||
IMB_metadata.h | ||
IMB_moviecache.h | ||
IMB_openexr.h | ||
IMB_thumbs.h | ||
readme.txt |
The following 4 steps to adding a new image format to blender, its probably easiest to look at the png code for a clean clear example, animation formats are a bit more complicated but very similar: Step 1: create a new file named after the format for example lets say we were creating an openexr read/writer use openexr.c It should contain functions to match the following prototypes: struct ImBuf *imb_loadopenexr(unsigned char *mem,int size,int flags); /* Use one of the following depending on what's easier for your file format */ short imb_saveopenexr(struct ImBuf *ibuf, FILE myfile, int flags); short imb_saveopenexr(struct ImBuf *ibuf, char *myfile, int flags); /* Used to test if its the correct format int IMB_is_openexr(void *buf); Step 2: Add your hooks to read and write the image format these go in writeimage.c and readimage.c just look at how the others are done Step 3: Add in IS_openexr to blender/source/blender/imbuf/IMB_imbuf_types.h Add in R_openexr to source/blender/makesdna/DNA_scene_types.h Step 4: Add your hooks to the gui. source/blender/src/buttons_scene.c source/blender/src/toets.c source/blender/src/writeimage.c Step 5: edit the following files: blender/source/blender/imbuf/intern/util.c blender/source/blender/src/filesel.c blender/source/blender/src/screendump.c and add your extension so that your format gets recognized in the thumbnails. Step 6: Alter the build process: For cmake you need to edit blender/source/blender/imbuf/CMakeLists.txt and add in your additional files to source_files. If you have any external library info you will also need to add that to the various build processes. Step 7: Its also good to add your image format to: makepicstring in blender/source/blender/blenkernel/intern/image.c