Age | Commit message (Collapse) | Author |
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floats.
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- move GS() define into DNA_ID.h
- add BLI_utildefines as an automatic include with makesrna generated files.
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MAKE_ID, FILE_MAXDIR, moved the generic defines to BLI_utildefines.h.
no functional changes.
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- remove some redundant declarations
- changed VertexTangent and Path structs to avoid compiler alignment padding.
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Warning fixes.
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* The number of pass channels wasn't taken properly into account when applying curves.
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- removed deprecated bitmap arg from IMB_allocImBuf (plugins will need updating).
- mostly tagged UNUSED() since some of these functions look like they may need to have the arguments used later.
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in image editor
notes,
- Use our own callback which doesnt exit() blender.
- Hard coded 'MONOSCNR.ICM' is bad, should this be a user preference or stored per image?
- imb->crect was being set to imb->rect in some cases, disable this because its possible 'rect' gets reallocated and crect becomes freed memory.
- when crect cant be created draw pink checkers, so users dont get confused if color correction isnt working. (previously would draw the uncorrected image, if it didnt crash)
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curves etc).
Fixed by adding a 'slope' parameter to curvemap_reset() to mirror curve presets around Y axis.
Also removed curve preset with 'random' icon, wasn't doing what it looked like it should,
this was intended only for hue correct node anyway.
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https://svn.blender.org/svnroot/bf-blender/branches/soc-2010-jwilkins
See log of that branch for details.
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Also unified the scope vocabulary.
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While I was looking in outliner.c, made some changes to let extra passes display
there such as environment (commented out before due to a previous limitation).
Also changed outliner object visbility/selectability/renderability toggles to use
RNA buttons so you can insert keyframes with RMB menu etc.
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scope
too, making it a lot more efficient.
Also fixed issue with scopes height not being stored in file properly.
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by Xavier Thomas
This adds the waveform monitor and vectorscope to the image editor 'scopes'
region, bringing it inline (plus a bit more) with sequence editor functionality,
and a big step closer to the end goal of unifying the display code for image/
comp/sequence editor. It's non-intrusive, using the same code paths as
the histogram.
There's still room for more tweaks - I modified the original patch, changing
the openGL immediate mode drawing of the waveform display to vertex arrays for
speed optimisation. Xavier can look at doing this for the vectorscope now too.
Thanks very much Xavier!
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instead of flat/straight
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* Removed old code
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Management on/off leads to Crash
Various internal fixes, also additional feature - can drag on the histogram to change scale
(0 key to reset).
Also fix [#20844] Color balance node (lift freeze)
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NaN values, now clamps integer instead of float to prevent this.
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* Added a generic 'histogram' ui control, currently available in new image editor
'scopes' region (shortcut P). Shows the histogram of the currently viewed image.
It's a baby step in unifying the functionality and code from the sequence editor,
so eventually we can migrate the sequence preview to the image editor too,
like compositor.
Still a couple of rough edges to tweak, regarding when it updates. Also would
be very nice to have this region as a partially transparent overlapping region...
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- fix for compiler warnigns
- bpath reporting was incorrect
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Now it's a bit more robust, tagging images with profiles when they're loaded,
which then get interpreted later on by conversion functions. Just Linear RGB
and sRGB profiles at the moment, same as before.
This commit fixes Martin's problem with EXRs and Multilayer images loading/
saving too dark, and it also makes the sequence editor work correctly with it too.
Also fixes:
[#19647] gamma correction with color management is reset when resetting Curve
[#19454] 2.5: Dither does not work when Color management is enabled
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also moved brush curve presets code into curvemapping code.
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After testing and feedback, I've decided to slightly modify the way color
management works internally. While the previous method worked well for
rendering, was a smaller transition and had some advantages over this
new method, it was a bit more ambiguous, and was making things difficult
for other areas such as compositing.
This implementation now considers all color data (with only a couple of
exceptions such as brush colors) to be stored in linear RGB color space,
rather than sRGB as previously. This brings it in line with Nuke, which also
operates this way, quite successfully. Color swatches, pickers, color ramp
display are now gamma corrected to display gamma so you can see what
you're doing, but the numbers themselves are considered linear. This
makes understanding blending modes more clear (a 0.5 value on overlay
will not change the result now) as well as making color swatches act more
predictably in the compositor, however bringing over color values from
applications like photoshop or gimp, that operate in a gamma space,
will give identical results.
This commit will convert over existing files saved by earlier 2.5 versions to
work generally the same, though there may be some slight differences with
things like textures. Now that we're set on changing other areas of shading,
this won't be too disruptive overall.
I've made a diagram explaining the pipeline here:
http://mke3.net/blender/devel/2.5/25_linear_workflow_pipeline.png
and some docs here:
http://www.blender.org/development/release-logs/blender-250/color-management/
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* Convert all code to use new functions.
* Branch maintainers may want to skip this commit, and run this
conversion script instead, if they use a lot of math functions
in new code:
http://www.pasteall.org/9052/python
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Renamed BevPoint's members
* x,y,z -> vec[3]; compatible with other functions.
* f1 -> split_tag; used by displist to set the splitting flag.
* f2 -> dupe_tag; used in curve.c to remove duplicates.
BevList
* flag -> dupe_nr; was being used as a counter for duplicate points.
* use arithb.c functions where possible.
* arrays for coords, tilt and radius were being allocated, then copied into the BevPoint's, now write directly into the values without allocing/freeing arrays.
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computation with doubles instead of floats, about 2x faster.
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- 1st stage: Linear Workflow
This implements automatic linear workflow in Blender's renderer. With the
new Colour Management option on in the Render buttons, all inputs to the
renderer and compositor are converted to linear colour space before
rendering, and gamma corrected afterwards. In essence, this makes all
manual gamma correction with nodes, etc unnecessary, since it's done
automatically through the pipeline.
It's all explained much better in the notes/doc here, so please have a look:
http://wiki.blender.org/index.php/Dev:Source/Blender/Architecture/Colour_Management
And an example of the sort of difference it makes:
http://mke3.net/blender/devel/rendering/b25_colormanagement_test01.jpg
This also enables Colour Management in the default B.blend, and changes the
default lamp falloff to inverse square, which is more correct, and much
easier to use now it's all gamma corrected properly.
Next step is to look into profiles/soft proofing for the compositor.
Thanks to brecht for reviewing and fixing some oversights!
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Enable with WITH_LCMS (options have been added for scons).
lcms is very common on linux package managers, so no need to add in extern (IMHO). Libs for windows can be added to /lib
Code is mostly a proof of concept with hardcoded path for icc profile (taken from the lcms test suite).
Adding this now to svn so it doesn't rot on my hard drive. People interested in pushing it forward should feel free to dig in the code or poke me about it.
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This unifies all usage of FTOCHAR, putting it in utildefines.h
Submitter did several interesting tests for speed, check it here:
http://projects.blender.org/tracker/?func=detail&atid=127&aid=8461&group_id=9
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the features that are needed to run the game. Compile tested with
scons, make, but not cmake, that seems to have an issue not related
to these changes. The changes include:
* GLSL support in the viewport and game engine, enable in the game
menu in textured draw mode.
* Synced and merged part of the duplicated blender and gameengine/
gameplayer drawing code.
* Further refactoring of game engine drawing code, especially mesh
storage changed a lot.
* Optimizations in game engine armatures to avoid recomputations.
* A python function to get the framerate estimate in game.
* An option take object color into account in materials.
* An option to restrict shadow casters to a lamp's layers.
* Increase from 10 to 18 texture slots for materials, lamps, word.
An extra texture slot shows up once the last slot is used.
* Memory limit for undo, not enabled by default yet because it
needs the .B.blend to be changed.
* Multiple undo for image painting.
* An offset for dupligroups, so not all objects in a group have to
be at the origin.
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on with maximum values greater than 1.
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Node curves maintain handles status (normal, auto, vector) even after adding
a control point now. This makes the behavior the same as in case of removing a control
point. Previously the status of handles was reseted.
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This adds some new lamp attenuation options to the Lamp panel, replacing the old 'Quad' button. Yes, the panel layout is still nasty here, but I've ignored it for now to address properly in the panels cleanup work.
* Constant
http://mke3.net/blender/devel/rendering/falloff-constant.jpg
Lamp doesn't decay with distance
* Inverse Linear
http://mke3.net/blender/devel/rendering/falloff-invlinear.jpg
Default, and same as in older Blender without 'Quad' on. Decays linearly, with 'Dist' value as the lamp's half-energy-distance
* Inverse Square
http://mke3.net/blender/devel/rendering/falloff-invsquare.jpg
A sharper, more realistic decay, good for most electric lights (i.e. not sunlight). This is similar to the old Quad option with slight changes.
* Lin/Quad weighted
Exactly the same as in older Blenders with the old 'Quad' button enabled. When this setting is chosen, two sliders are shown, 'Linear' and 'Quad' (previously Quad1 and Quad2), which controls the 'linearness' or 'quadraticness' of the falloff curve. Lamps in old files with the 'Quad' button on will be initialised to this setting.
But much better for precise control over the lamp falloff now is:
* Custom Curve
This shows an extra 'Falloff Curve' panel, where you can use the standard Blender curve UI control to precisely control how the light falls off. The Y axis is intensity, and the X axis is distance, stretched over the length of the 'Dist' value.
Some example curves and renders:
http://mke3.net/blender/devel/rendering/falloff-curve1-curve.png
http://mke3.net/blender/devel/rendering/falloff-curve1.jpg
http://mke3.net/blender/devel/rendering/falloff-curve2-curve.png
http://mke3.net/blender/devel/rendering/falloff-curve2.jpg
http://mke3.net/blender/devel/rendering/falloff-curve3-curve.png
http://mke3.net/blender/devel/rendering/falloff-curve3.jpg (whee)
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Curves widget: using "clipping" option didn't work well when dragging
multiple points. Now it clips based on entire selection.
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Please read:
http://www.blender3d.org/cms/Imaging.834.0.html
Or in short:
- adding MultiLayer Image support
- recoded entire Image API
- better integration of movie/sequence Images
Was a whole load of work... went down for a week to do this. So, will need
a lot of testing! Will be in irc all evening.
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Especially for Compositing it was annoying that colors always got clipped
in the 0.0-1.0 range. For this reason, extrapolated Curves now is the
default. Old saved files still have horizontal extrapolation.
Set the option with 'Tools' menu (wrench icon). This is a setting per
curve, so you might need to set all 4 curves for an RGBA curves widget.
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