Age | Commit message (Collapse) | Author |
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* Respect the image file color space setitng for saving in various cases where
it was previously ignored. Previously it would often use the sRGB or Linear
color space even when not selected.
* For the Save As operator, add a Color Space option in the file browser to
choose the color space of the file. Previously this was chosen automatically,
now it's possible to e.g. resave a Linear image as Linear ACES.
* When changing the file format, the colorspace is automatically changed to an
appropriate color space for the file format. This already happened before, but
there was no visibility or control in the operator settings for this.
* Don't change color space when using the Save operator to save over the same
file.
* Fix missing color space conversion for 16 bit PNGs, where it assumed wrongly
assumed ibuf->rect would be used for saving. Add BKE_image_format_is_byte to
more accurately test this.
Fixes T74610
Ref T68926
Differential Revision: https://developer.blender.org/D14899
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For non-stereo cases this is automatically handled by IMB_saveiff, no reason for
stereo to do this separately.
Ref D14899
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GPU code used `sz` as an abbreviation for size, as well as a few other
places. Use size where this represents a size in bytes, see: T85728.
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Inspired by D12936 and D12929, this patch adds general purpose
"Combine Color" and "Separate Color" nodes to Geometry, Compositor,
Shader and Texture nodes.
- Within Geometry Nodes, it replaces the existing "Combine RGB" and
"Separate RGB" nodes.
- Within Compositor Nodes, it replaces the existing
"Combine RGBA/HSVA/YCbCrA/YUVA" and "Separate RGBA/HSVA/YCbCrA/YUVA"
nodes.
- Within Texture Nodes, it replaces the existing "Combine RGBA" and
"Separate RGBA" nodes.
- Within Shader Nodes, it replaces the existing "Combine RGB/HSV" and
"Separate RGB/HSV" nodes.
Python addons have not been updated to the new nodes yet.
**New shader code**
In node_color.h, color.h and gpu_shader_material_color_util.glsl,
missing methods hsl_to_rgb and rgb_to_hsl are added by directly
converting existing C code. They always produce the same result.
**Old code**
As requested by T96219, old nodes still exist but are not displayed in
the add menu. This means Python scripts can still create them as usual.
Otherwise, versioning replaces the old nodes with the new nodes when
opening .blend files.
Differential Revision: https://developer.blender.org/D14034
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Also ensure space around text in C-comment blocks.
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Follow conventions from T85728.
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Make a copy of ImageFormatData that contains the effective color management
settings, and pass that along to the various functions. This will make it
possible to add more complex logic later.
For compositing nodes, passing along view and display settings through
many functions made it harder to add additional settings, so just get those
from the scene now.
Differential Revision: https://developer.blender.org/D14401
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Also fixes missing code to read/write/free/copy color management settings
in various places. This can't be set through the UI currently, but still
should be handled consistently.
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Hello,
I saw that this revision was stalled for a few months so I tried to update it.
https://developer.blender.org/D10995
I added a function that adds a preview on the first connected input of the file output node.
I removed the preview on the single layer format
Thanks
Reviewed By: #compositing, jbakker
Maniphest Tasks: T84815
Differential Revision: https://developer.blender.org/D14219
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This reverts commit 33409f9f1cd42e899f2706fe7878e5e89b50d617, as it breaks
panning in the image editor.
Fixes T96543
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This is only part of the experimental "Full Frame" mode (disabled
by default). See T88150.
Currently the viewer node uses buffer paddings to display image offset
in the backdrop as a temporal solution implemented for {D12466}.
This solution is inefficient memory and performance-wise. Another
issue is that the paddings are part the image when saved.
This patch instead sets the offset in the Viewer node image
as variables and makes the backdrop take it into account
when drawing the image or any related gizmo.
Reviewed By: jbakker
Differential Revision: https://developer.blender.org/D12750
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So far it was needed to declare a new RNA struct to `RNA_access.h` manually.
Since 9b298cf3dbec we generate a `RNA_prototypes.h` for RNA property
declarations. Now this also includes the RNA struct declarations, so they don't
have to be added manually anymore.
Differential Revision: https://developer.blender.org/D13862
Reviewed by: brecht, campbellbarton
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Bug was introduced in D12167.
Reading input size from an input socket is not possible in tiled compositor before execution is initialized. A similar change was done for the base class, see BlurBaseOperation::init_data().
Reviewed by: Jeroen Bakker
Differential Revision: https://developer.blender.org/D14067
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Image wasn't tagged to be dirty.
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The Viewer marked the gpu texture to be out of date. But it should have used
the mark_full_update as the gpu textures
are only used by the render/draw engines.
The image/node editor uses the image engine that have its own GPU textures.
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Use a shorter/simpler license convention, stops the header taking so
much space.
Follow the SPDX license specification: https://spdx.org/licenses
- C/C++/objc/objc++
- Python
- Shell Scripts
- CMake, GNUmakefile
While most of the source tree has been included
- `./extern/` was left out.
- `./intern/cycles` & `./intern/atomic` are also excluded because they
use different header conventions.
doc/license/SPDX-license-identifiers.txt has been added to list SPDX all
used identifiers.
See P2788 for the script that automated these edits.
Reviewed By: brecht, mont29, sergey
Ref D14069
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From a strict language point of view the code required a braces around
`trgba` initialization. But it is easier to rely on the fact that fields
which are not specified are zero-initialized.
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Added a new "Sharpen Less" kernel to the filter compositor node. The intent here is to provide a much less aggressive sharpening filter that can't simply be solved by toning down the factor on the existing sharpen filter.
The existing "Sharpen" filter uses a "box" kernel:
```
-1 -1 -1
-1 9 -1
-1 -1 -1
```
The new "Sharpen Less" filter uses a "diamond" kernel:
```
0 -1 0
-1 5 -1
0 -1 0
```
The difference between the two is clear to see in the following side-by-side:
{F12847431}
Below shows the difference between the filtering kernels as applied to a B&W render of Suzanne with the UV grid as a texture. The left side of the render using the existing "Sharpen" filter, and the right side showing the new "Sharpen Less" filter. Notice that the left side is more aggressive in accentuating localized contrasts across the image. This can lead to what appears to be aliasing or striations in the resulting image:
{F12847429}
https://developer.blender.org/T95275
https://blender.community/c/rightclickselect/57Kq/?sorting=hot
{F12847428}
Reviewed By: #compositing, jbakker
Differential Revision: https://developer.blender.org/D14019
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Order copyright immediately after the license block,
this was done almost everywhere with a few exceptions.
Remove authors from a few files (we had already removed "Contributors"
section however with old patches being applied this gets added back in).
Also move descriptive text into the doxygen comment block under \file.
In some cases remove the text as it was accidentally copied.
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We have this node for shader and geometry nodes. Compositor can also
work with vectors, and this can help with that.
Reviewed By: manzanilla
Maniphest Tasks: T95385
Differential Revision: https://developer.blender.org/D12919
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Previously, macros were ifdefed using the cmake option `WITH_INTERNATIONAL`
However, the is unnecessary as withen the functions themselves have checks for building without internationalization.
This also means that many `add_definitions(-DWITH_INTERNATIONAL)` are also unnecessary.
Reviewed By: mont29, LazyDodo
Differential Revision: https://developer.blender.org/D13929
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Currently there are many function declarations in `BKE_node.h` that
don't actually have implementations in blenkernel. This commit moves
the declarations to `NOD_composite.h`, `NOD_texture.h`, and
`NOD_shader.h` instead. This helps to clarify the purpose of the
different modules.
Differential Revision: https://developer.blender.org/D13869
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`NodeOperationBuilder::Link` could conflict with the list base macros.
To resolve this dont use `using Link`.
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compositor depends on DNA now so that it can access offsets.
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This is my attempt of adding defaults for the space clip editor struct
(in line with https://developer.blender.org/T80164).
It adds the default allocation for `SpaceClip` and
`node_composite_movieclip.cc`. This also solves the error below (for
C++ files using the DNA_default_alloc), which was put forward by
Sergey Sharybin.
Differential Revision: https://developer.blender.org/D13367
Reviewed by: Julian Eisel
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This patch implements the vector types (i.e:`float2`) by making heavy
usage of templating. All vector functions are now outside of the vector
classes (inside the `blender::math` namespace) and are not vector size
dependent for the most part.
In the ongoing effort to make shaders less GL centric, we are aiming
to share more code between GLSL and C++ to avoid code duplication.
####Motivations:
- We are aiming to share UBO and SSBO structures between GLSL and C++.
This means we will use many of the existing vector types and others
we currently don't have (uintX, intX). All these variations were
asking for many more code duplication.
- Deduplicate existing code which is duplicated for each vector size.
- We also want to share small functions. Which means that vector
functions should be static and not in the class namespace.
- Reduce friction to use these types in new projects due to their
incompleteness.
- The current state of the `BLI_(float|double|mpq)(2|3|4).hh` is a
bit of a let down. Most clases are incomplete, out of sync with each
others with different codestyles, and some functions that should be
static are not (i.e: `float3::reflect()`).
####Upsides:
- Still support `.x, .y, .z, .w` for readability.
- Compact, readable and easilly extendable.
- All of the vector functions are available for all the vectors types
and can be restricted to certain types. Also template specialization
let us define exception for special class (like mpq).
- With optimization ON, the compiler unroll the loops and performance
is the same.
####Downsides:
- Might impact debugability. Though I would arge that the bugs are
rarelly caused by the vector class itself (since the operations are
quite trivial) but by the type conversions.
- Might impact compile time. I did not saw a significant impact since
the usage is not really widespread.
- Functions needs to be rewritten to support arbitrary vector length.
For instance, one can't call `len_squared_v3v3` in
`math::length_squared()` and call it a day.
- Type cast does not work with the template version of the `math::`
vector functions. Meaning you need to manually cast `float *` and
`(float *)[3]` to `float3` for the function calls.
i.e: `math::distance_squared(float3(nearest.co), positions[i]);`
- Some parts might loose in readability:
`float3::dot(v1.normalized(), v2.normalized())`
becoming
`math::dot(math::normalize(v1), math::normalize(v2))`
But I propose, when appropriate, to use
`using namespace blender::math;` on function local or file scope to
increase readability.
`dot(normalize(v1), normalize(v2))`
####Consideration:
- Include back `.length()` method. It is quite handy and is more C++
oriented.
- I considered the GLM library as a candidate for replacement. It felt
like too much for what we need and would be difficult to extend / modify
to our needs.
- I used Macros to reduce code in operators declaration and potential
copy paste bugs. This could reduce debugability and could be reverted.
- This touches `delaunay_2d.cc` and the intersection code. I would like
to know @howardt opinion on the matter.
- The `noexcept` on the copy constructor of `mpq(2|3)` is being removed.
But according to @JacquesLucke it is not a real problem for now.
I would like to give a huge thanks to @JacquesLucke who helped during this
and pushed me to reduce the duplication further.
Reviewed By: brecht, sergey, JacquesLucke
Differential Revision: https://developer.blender.org/D13791
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Includes unwanted changes
This reverts commit 46e049d0ce2bce2f53ddc41a0dbbea2969d00a5d.
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This patch implements the vector types (i.e:`float2`) by making heavy
usage of templating. All vector functions are now outside of the vector
classes (inside the `blender::math` namespace) and are not vector size
dependent for the most part.
In the ongoing effort to make shaders less GL centric, we are aiming
to share more code between GLSL and C++ to avoid code duplication.
####Motivations:
- We are aiming to share UBO and SSBO structures between GLSL and C++.
This means we will use many of the existing vector types and others
we currently don't have (uintX, intX). All these variations were
asking for many more code duplication.
- Deduplicate existing code which is duplicated for each vector size.
- We also want to share small functions. Which means that vector
functions should be static and not in the class namespace.
- Reduce friction to use these types in new projects due to their
incompleteness.
- The current state of the `BLI_(float|double|mpq)(2|3|4).hh` is a
bit of a let down. Most clases are incomplete, out of sync with each
others with different codestyles, and some functions that should be
static are not (i.e: `float3::reflect()`).
####Upsides:
- Still support `.x, .y, .z, .w` for readability.
- Compact, readable and easilly extendable.
- All of the vector functions are available for all the vectors types
and can be restricted to certain types. Also template specialization
let us define exception for special class (like mpq).
- With optimization ON, the compiler unroll the loops and performance
is the same.
####Downsides:
- Might impact debugability. Though I would arge that the bugs are
rarelly caused by the vector class itself (since the operations are
quite trivial) but by the type conversions.
- Might impact compile time. I did not saw a significant impact since
the usage is not really widespread.
- Functions needs to be rewritten to support arbitrary vector length.
For instance, one can't call `len_squared_v3v3` in
`math::length_squared()` and call it a day.
- Type cast does not work with the template version of the `math::`
vector functions. Meaning you need to manually cast `float *` and
`(float *)[3]` to `float3` for the function calls.
i.e: `math::distance_squared(float3(nearest.co), positions[i]);`
- Some parts might loose in readability:
`float3::dot(v1.normalized(), v2.normalized())`
becoming
`math::dot(math::normalize(v1), math::normalize(v2))`
But I propose, when appropriate, to use
`using namespace blender::math;` on function local or file scope to
increase readability.
`dot(normalize(v1), normalize(v2))`
####Consideration:
- Include back `.length()` method. It is quite handy and is more C++
oriented.
- I considered the GLM library as a candidate for replacement. It felt
like too much for what we need and would be difficult to extend / modify
to our needs.
- I used Macros to reduce code in operators declaration and potential
copy paste bugs. This could reduce debugability and could be reverted.
- This touches `delaunay_2d.cc` and the intersection code. I would like
to know @howardt opinion on the matter.
- The `noexcept` on the copy constructor of `mpq(2|3)` is being removed.
But according to @JacquesLucke it is not a real problem for now.
I would like to give a huge thanks to @JacquesLucke who helped during this
and pushed me to reduce the duplication further.
Reviewed By: brecht, sergey, JacquesLucke
Differential Revision: https://developer.blender.org/D13791
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Reverted because the commit removes a lot of commits.
This reverts commit a2c1c368af48644fa8995ecbe7138cc0d7900c30.
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Fixes issue T94603
It adds a new compositor node called Scene Time which is already present as a geo node, having the same basic nodes available in all node trees is a nice thing to have.
Renames "Time" node to "Time Curve", this is done to avoid confusion between the Time node and the Scene Time node.
Reviewed By: jbakker
Maniphest Tasks: T94603
Differential Revision: https://developer.blender.org/D13762
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This patch implements the vector types (i.e:float2) by making heavy
usage of templating. All vector functions are now outside of the vector
classes (inside the blender::math namespace) and are not vector size
dependent for the most part.
In the ongoing effort to make shaders less GL centric, we are aiming
to share more code between GLSL and C++ to avoid code duplication.
Motivations:
- We are aiming to share UBO and SSBO structures between GLSL and C++.
This means we will use many of the existing vector types and others we
currently don't have (uintX, intX). All these variations were asking
for many more code duplication.
- Deduplicate existing code which is duplicated for each vector size.
- We also want to share small functions. Which means that vector functions
should be static and not in the class namespace.
- Reduce friction to use these types in new projects due to their
incompleteness.
- The current state of the BLI_(float|double|mpq)(2|3|4).hh is a bit of a
let down. Most clases are incomplete, out of sync with each others with
different codestyles, and some functions that should be static are not
(i.e: float3::reflect()).
Upsides:
- Still support .x, .y, .z, .w for readability.
- Compact, readable and easilly extendable.
- All of the vector functions are available for all the vectors types and
can be restricted to certain types. Also template specialization let us
define exception for special class (like mpq).
- With optimization ON, the compiler unroll the loops and performance is
the same.
Downsides:
- Might impact debugability. Though I would arge that the bugs are rarelly
caused by the vector class itself (since the operations are quite trivial)
but by the type conversions.
- Might impact compile time. I did not saw a significant impact since the
usage is not really widespread.
- Functions needs to be rewritten to support arbitrary vector length. For
instance, one can't call len_squared_v3v3 in math::length_squared() and
call it a day.
- Type cast does not work with the template version of the math:: vector
functions. Meaning you need to manually cast float * and (float *)[3] to
float3 for the function calls.
i.e: math::distance_squared(float3(nearest.co), positions[i]);
- Some parts might loose in readability:
float3::dot(v1.normalized(), v2.normalized())
becoming
math::dot(math::normalize(v1), math::normalize(v2))
But I propose, when appropriate, to use
using namespace blender::math; on function local or file scope to
increase readability. dot(normalize(v1), normalize(v2))
Consideration:
- Include back .length() method. It is quite handy and is more C++
oriented.
- I considered the GLM library as a candidate for replacement.
It felt like too much for what we need and would be difficult to
extend / modify to our needs.
- I used Macros to reduce code in operators declaration and potential
copy paste bugs. This could reduce debugability and could be reverted.
- This touches delaunay_2d.cc and the intersection code. I would like to
know @Howard Trickey (howardt) opinion on the matter.
- The noexcept on the copy constructor of mpq(2|3) is being removed.
But according to @Jacques Lucke (JacquesLucke) it is not a real problem
for now.
I would like to give a huge thanks to @Jacques Lucke (JacquesLucke) who
helped during this and pushed me to reduce the duplication further.
Reviewed By: brecht, sergey, JacquesLucke
Differential Revision: http://developer.blender.org/D13791
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Blender's compositor code already makes extensive use of
namespace which makes it very simple to enable unity build.
There was one duplicated function that has since to be moved
to a common header.
I saw roughly a 3x speedup of bf_compositor using ninja on
linux using i5 8250u (1:34 down to 0:34).
Reviewed By: LazyDodo
Differential Revision: https://developer.blender.org/D13792
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