Age | Commit message (Collapse) | Author |
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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!
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C with gcc.
helps for finding unused functions and making functions static, also did some minor code cleanup.
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support.
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on windows, use more verbose names for button pointer types. also removed some redundant flags from buttons.
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members),
and rename COL -> COLOR --- less confusing since the layout engine has row/col's.
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use an enum typedef for button types. it was quite annoying debugging UI code since the defines are bit-shifted. GDB would show but->type as 13824 and blender define was (27 << 9).
Now but->type shows as a humanly readable names.
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- sample weight didnt work when the object was transformed.
- sample weight didnt work when vertex selection was enabled.
- 'All faces' option is used by weight paint mode, but there was no UI access.
add ED_mesh_pick_face_vert(). which uses the face selection buffer but returns the closest vertex.
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merge), but is pretty bad (rebuilding entire derived mesh to pick a face), tested with subsurf modifier, sintel mesh - it works ok without it.
Also - other select modes like border-select dont do this, so looks safe to disable.
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rename mouse_mesh() --> EDBM_select_pick()
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Selection Masking
disallow some pose operators when weight paint mode is enabled.
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was not selected. Now changed it so that the active face must also have its
UVs shown in the image editor to be used as the source of the image shown.
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our naming convention.
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image editor or node space.
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dist_squared_to_line_segment_v2() was returning the sqrt'd value in some cases.
also use int's for edge_inside_circle() rather then shorts since it was doing int/float/short conversions and we're now using int's for screen vars in more places.
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border zoom, view selected, view all.
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time.
note: this is currently very slow in cmake, will address this next.
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area corners since areas cant be split when fullscreen.
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also use M_SQRT1_2 in math_rotation.c
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almost 5000 loc.
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Ctrl+I, select inverse to node space.
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- image space used wrong notifiers.
- image notifier now checks for mask mode before listening to mask edits.
- mask keyframes now draw in the image space.
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totally clear it was a question (user pointed this out, they thought it was just notification and lost their work).
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now UV editing overrides mask.
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then the context.
this allows a fix to be applied that corrects the helper line in the image view when transforming a mask.
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bones
Made active bone color a bit brighter and made it a userpref option.
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image viewer should be generally usable now though still some TODO's left.
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Supports selecting using object data, material and library.
Would be nice to hide this menu item from menus appearing for
datablocks which does not support such a selection, but that
could be done separately.
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strip is used as the mask source.
also unify mask drawing code for clip/sequencer/image
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