diff options
author | Jeroen Bakker <jeroen@blender.org> | 2021-08-31 15:12:14 +0300 |
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committer | Jeroen Bakker <jeroen@blender.org> | 2021-08-31 15:12:14 +0300 |
commit | 1be598ba680657682b42005c709704425d306049 (patch) | |
tree | 830ac1c814c6f1c56b6cdf4be90f7b982e248085 /source/blender/draw/intern/draw_color_management.cc | |
parent | 6931a6f3bd282b42d6d5f88c0d9763eccbb487bd (diff) |
Cleanup: DRW color management seperated in multiple functions.
Diffstat (limited to 'source/blender/draw/intern/draw_color_management.cc')
-rw-r--r-- | source/blender/draw/intern/draw_color_management.cc | 192 |
1 files changed, 127 insertions, 65 deletions
diff --git a/source/blender/draw/intern/draw_color_management.cc b/source/blender/draw/intern/draw_color_management.cc index 42843d38b00..0e39f9ffc81 100644 --- a/source/blender/draw/intern/draw_color_management.cc +++ b/source/blender/draw/intern/draw_color_management.cc @@ -39,87 +39,149 @@ #include "draw_color_management.h" -/* -------------------------------------------------------------------- */ -/** \name Color Management - * \{ */ +namespace blender::draw::color_management { -void DRW_viewport_colormanagement_set(GPUViewport *viewport, DRWContextState *draw_ctx) -{ - const Scene *scene = draw_ctx->scene; - const View3D *v3d = draw_ctx->v3d; +enum class eDRWColorManagementType { + Off = 0, + OnlyViewTransform, + UseRenderSettings, +}; - const ColorManagedDisplaySettings *display_settings = &scene->display_settings; - ColorManagedViewSettings view_settings; - float dither = 0.0f; +static float dither_get(eDRWColorManagementType color_management_type, const Scene *scene) +{ + if (ELEM(color_management_type, + eDRWColorManagementType::OnlyViewTransform, + eDRWColorManagementType::UseRenderSettings)) { + return scene->r.dither_intensity; + } + return 0.0f; +} - bool use_render_settings = false; - bool use_view_transform = false; +static eDRWColorManagementType drw_color_management_type_for_v3d(const Scene *scene, + const View3D *v3d) +{ - if (v3d) { - bool use_workbench = BKE_scene_uses_blender_workbench(scene); - - bool use_scene_lights = (!v3d || - ((v3d->shading.type == OB_MATERIAL) && - (v3d->shading.flag & V3D_SHADING_SCENE_LIGHTS)) || - ((v3d->shading.type == OB_RENDER) && - (v3d->shading.flag & V3D_SHADING_SCENE_LIGHTS_RENDER))); - bool use_scene_world = (!v3d || - ((v3d->shading.type == OB_MATERIAL) && - (v3d->shading.flag & V3D_SHADING_SCENE_WORLD)) || - ((v3d->shading.type == OB_RENDER) && - (v3d->shading.flag & V3D_SHADING_SCENE_WORLD_RENDER))); - use_view_transform = v3d && (v3d->shading.type >= OB_MATERIAL); - use_render_settings = v3d && ((use_workbench && use_view_transform) || use_scene_lights || - use_scene_world); + const bool use_workbench = BKE_scene_uses_blender_workbench(scene); + const bool use_scene_lights = ((v3d->shading.type == OB_MATERIAL) && + (v3d->shading.flag & V3D_SHADING_SCENE_LIGHTS)) || + ((v3d->shading.type == OB_RENDER) && + (v3d->shading.flag & V3D_SHADING_SCENE_LIGHTS_RENDER)); + const bool use_scene_world = ((v3d->shading.type == OB_MATERIAL) && + (v3d->shading.flag & V3D_SHADING_SCENE_WORLD)) || + ((v3d->shading.type == OB_RENDER) && + (v3d->shading.flag & V3D_SHADING_SCENE_WORLD_RENDER)); + + if ((use_workbench && v3d->shading.type == OB_RENDER) || use_scene_lights || use_scene_world) { + return eDRWColorManagementType::UseRenderSettings; } - else if (DST.draw_ctx.space_data && DST.draw_ctx.space_data->spacetype == SPACE_IMAGE) { - SpaceImage *sima = (SpaceImage *)DST.draw_ctx.space_data; - Image *image = sima->image; - - /* Use inverse logic as there isn't a setting for `Color And Alpha`. */ - const eSpaceImage_Flag display_channels_mode = static_cast<eSpaceImage_Flag>(sima->flag); - const bool display_color_channel = (display_channels_mode & (SI_SHOW_ALPHA | SI_SHOW_ZBUF)) == - 0; - if (display_color_channel && image && (image->source != IMA_SRC_GENERATED) && - ((image->flag & IMA_VIEW_AS_RENDER) != 0)) { - use_render_settings = true; - } + if (v3d->shading.type >= OB_MATERIAL) { + return eDRWColorManagementType::OnlyViewTransform; } - else if (DST.draw_ctx.space_data && DST.draw_ctx.space_data->spacetype == SPACE_NODE) { - SpaceNode *snode = (SpaceNode *)DST.draw_ctx.space_data; - const eSpaceNode_Flag display_channels_mode = static_cast<eSpaceNode_Flag>(snode->flag); - const bool display_color_channel = (display_channels_mode & SNODE_SHOW_ALPHA) == 0; - if (display_color_channel) { - use_render_settings = true; - } + return eDRWColorManagementType::Off; +} + +static eDRWColorManagementType drw_color_management_type_for_space_image(const SpaceImage &sima) +{ + Image *image = sima.image; + + /* Use inverse logic as there isn't a setting for `Color And Alpha`. */ + const eSpaceImage_Flag display_channels_mode = static_cast<eSpaceImage_Flag>(sima.flag); + const bool display_color_channel = (display_channels_mode & (SI_SHOW_ALPHA | SI_SHOW_ZBUF)) == 0; + + if (display_color_channel && image && (image->source != IMA_SRC_GENERATED) && + ((image->flag & IMA_VIEW_AS_RENDER) != 0)) { + return eDRWColorManagementType::UseRenderSettings; } - else { - use_render_settings = true; - use_view_transform = false; + return eDRWColorManagementType::Off; +} + +static eDRWColorManagementType drw_color_management_type_for_space_node(const SpaceNode &snode) +{ + const eSpaceNode_Flag display_channels_mode = static_cast<eSpaceNode_Flag>(snode.flag); + const bool display_color_channel = (display_channels_mode & SNODE_SHOW_ALPHA) == 0; + if (display_color_channel) { + return eDRWColorManagementType::UseRenderSettings; } + return eDRWColorManagementType::Off; +} - if (use_render_settings) { - /* Use full render settings, for renders with scene lighting. */ - view_settings = scene->view_settings; - dither = scene->r.dither_intensity; +static eDRWColorManagementType drw_color_management_type_get(const Scene *scene, + const View3D *v3d, + const SpaceLink *space_data) +{ + if (v3d) { + return drw_color_management_type_for_v3d(scene, v3d); } - else if (use_view_transform) { - /* Use only view transform + look and nothing else for lookdev without - * scene lighting, as exposure depends on scene light intensity. */ - BKE_color_managed_view_settings_init_render(&view_settings, display_settings, NULL); - STRNCPY(view_settings.view_transform, scene->view_settings.view_transform); - STRNCPY(view_settings.look, scene->view_settings.look); - dither = scene->r.dither_intensity; + if (space_data) { + switch (space_data->spacetype) { + case SPACE_IMAGE: { + const SpaceImage *sima = static_cast<const SpaceImage *>( + static_cast<const void *>(space_data)); + return drw_color_management_type_for_space_image(*sima); + } + case SPACE_NODE: { + const SpaceNode *snode = static_cast<const SpaceNode *>( + static_cast<const void *>(space_data)); + return drw_color_management_type_for_space_node(*snode); + } + } } - else { - /* For workbench use only default view transform in configuration, - * using no scene settings. */ - BKE_color_managed_view_settings_init_render(&view_settings, display_settings, NULL); + return eDRWColorManagementType::UseRenderSettings; +} + +static void viewport_settings_apply(GPUViewport *viewport, + const Scene *scene, + const eDRWColorManagementType color_management_type) +{ + const ColorManagedDisplaySettings *display_settings = &scene->display_settings; + ColorManagedViewSettings view_settings; + + switch (color_management_type) { + case eDRWColorManagementType::Off: { + /* For workbench use only default view transform in configuration, + * using no scene settings. */ + BKE_color_managed_view_settings_init_render(&view_settings, display_settings, NULL); + break; + } + case eDRWColorManagementType::OnlyViewTransform: { + /* Use only view transform + look and nothing else for lookdev without + * scene lighting, as exposure depends on scene light intensity. */ + BKE_color_managed_view_settings_init_render(&view_settings, display_settings, NULL); + STRNCPY(view_settings.view_transform, scene->view_settings.view_transform); + STRNCPY(view_settings.look, scene->view_settings.look); + break; + } + case eDRWColorManagementType::UseRenderSettings: { + /* Use full render settings, for renders with scene lighting. */ + view_settings = scene->view_settings; + break; + } } + const float dither = dither_get(color_management_type, scene); GPU_viewport_colorspace_set(viewport, &view_settings, display_settings, dither); } +static void viewport_color_management_set(GPUViewport *viewport) +{ + const DRWContextState *draw_ctx = DRW_context_state_get(); + + const eDRWColorManagementType color_management_type = drw_color_management_type_get( + draw_ctx->scene, draw_ctx->v3d, draw_ctx->space_data); + viewport_settings_apply(viewport, draw_ctx->scene, color_management_type); +} + +} // namespace blender::draw::color_management + +/* -------------------------------------------------------------------- */ +/** \name Color Management + * \{ */ + +void DRW_viewport_colormanagement_set(GPUViewport *viewport) +{ + blender::draw::color_management::viewport_color_management_set(viewport); +} + /* Draw texture to framebuffer without any color transforms */ void DRW_transform_none(GPUTexture *tex) { |