Age | Commit message (Collapse) | Author |
|
Clamping here might be a bit too much if output is expected to be HDR.
But we don't support HDR atm so clamping is fine.
|
|
- Unlock property range.
- Use triangular noise to keep perceptual noise error more uniform.
Remap range to preserve perceptual intensity.
- Center noise distribution around 0 for GPU implementation because of
rounding.
- Do dithering after merging overlays.
Effect of using triangular noise is not really noticeable if you don't use
really low bitdepth. But doing a test in the shader were we artificially
reduce the bitdepth (`col = (col * 16) / 16;`) reveals the real difference.
Reviewed By: brecht
Differential Revision: https://developer.blender.org/D6850
|
|
Reviewed By: brecht sergey jbakker
Differential Revision: http://developer.blender.org/D6729
|
|
Extend options are currently stored per curve. This was not clearly
communicated to the user and they expected this to be a setting per
CurveMapping.
This change will move the option from `Curve` to `CurveMapping`. In
order to support this the API had to be changed.
BPY: CurveMap.evaluate is also moved to CurveMapping.evaluate what
breaks Python API. Cycles has been updated but other add-ons have
not. After release of 2.81 we can merge this to master and adapt
the add-ons.
Reviewed By: campbellbarton
Differential Revision: https://developer.blender.org/D6169
|
|
Apply clang format as proposed in T53211.
For details on usage and instructions for migrating branches
without conflicts, see:
https://wiki.blender.org/wiki/Tools/ClangFormat
|
|
Also remove textureSize() replacement code, is always supported now.
|
|
small part of ongoing OpenGL upgrade
|
|
|
|
|
|
|
|
The GLSL function textureSize() is not supported here, only when we start using
OpenGL core profile will this work. For now check the supported GLSL version and
use a somewhat slower replacement.
|
|
Summary:
Uses some magic pseudo-random which is actually a
texture coordinate hashing function.
TODOs:
- Dither noise is the same for all the frames.
- It's different from Floyd's dither we've been
using before.
- Currently CPU and GPU dithering used different
implementation. Ideally we need to use the same
dither in CPU.
Reviewers: brecht
Reviewed By: brecht
Differential Revision: http://developer.blender.org/D58
|
|
The title says it all, now having curve mapping
enabled in color management settings wouldn't
force fallback from GLSL to CPU based color space
conversion.
|