diff options
author | Brecht Van Lommel <brechtvanlommel@pandora.be> | 2011-11-30 02:37:16 +0400 |
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committer | Brecht Van Lommel <brechtvanlommel@pandora.be> | 2011-11-30 02:37:16 +0400 |
commit | d949dd684935639c160f1325271a55025b072a86 (patch) | |
tree | 491455ea3e81195884dc889d35de19330234e5c3 /source/blender/editors/render/render_opengl.c | |
parent | db29fd4cd11994f1afd594a8b26bbbc03dea751f (diff) |
Fix #27981: opengl render + render slots not working.
This also revealed an issue where the opengl render float buffer was not linear,
and toggling back to a render slot would show wrong colors. Now it converts the
float buffer to linear so that this goes ok, disadvantage is that it's slower.
Diffstat (limited to 'source/blender/editors/render/render_opengl.c')
-rw-r--r-- | source/blender/editors/render/render_opengl.c | 39 |
1 files changed, 25 insertions, 14 deletions
diff --git a/source/blender/editors/render/render_opengl.c b/source/blender/editors/render/render_opengl.c index 3a2d9f137d7..35b21c626ed 100644 --- a/source/blender/editors/render/render_opengl.c +++ b/source/blender/editors/render/render_opengl.c @@ -123,17 +123,6 @@ static void screen_opengl_render_apply(OGLRender *oglrender) rr= RE_AcquireResultRead(oglrender->re); - /* note on color management: - * looked into how best to deal with color management here and found heres how it should work. - * - * OpenGL materials etc are color corrected, so a float buffer from the graphics card is - * color corrected, without running any conversion functions. - * - * With color correction disabled blender expects the rr->rectf to be non-color managed so - * just do a direct copy from the byte array to the rectf with no conversion too. - * notice IMB_float_from_rect has the profile set so no conversion is done. - */ - if(view_context) { GPU_offscreen_bind(oglrender->ofs); /* bind */ @@ -208,13 +197,32 @@ static void screen_opengl_render_apply(OGLRender *oglrender) if((scene->r.stamp & R_STAMP_ALL) && (scene->r.stamp & R_STAMP_DRAW)) BKE_stamp_buf(scene, camera, NULL, rr->rectf, rr->rectx, rr->recty, 4); + /* note on color management: + * + * OpenGL renders into sRGB colors, but render buffers are expected to be + * linear if color management is enabled. So we convert to linear here, so + * the conversion back to bytes using the color management flag can make it + * sRGB again, and so that e.g. openexr saving also saves the correct linear + * float buffer. */ + + if(oglrender->scene->r.color_mgt_flag & R_COLOR_MANAGEMENT) { + float *rctf = rr->rectf; + int i; + + for (i = oglrender->sizex * oglrender->sizey; i > 0; i--, rctf+=4) { + rctf[0]= srgb_to_linearrgb(rctf[0]); + rctf[1]= srgb_to_linearrgb(rctf[1]); + rctf[2]= srgb_to_linearrgb(rctf[2]); + } + } + RE_ReleaseResult(oglrender->re); /* update byte from float buffer */ ibuf= BKE_image_acquire_ibuf(oglrender->ima, &oglrender->iuser, &lock); if(ibuf) { - image_buffer_rect_update(NULL, rr, ibuf, NULL); + image_buffer_rect_update(scene, rr, ibuf, NULL); if(oglrender->write_still) { char name[FILE_MAX]; @@ -307,15 +315,18 @@ static int screen_opengl_render_init(bContext *C, wmOperator *op) oglrender->scene->customdata_mask_modal= ED_view3d_datamask(oglrender->scene, oglrender->v3d); } + /* create render */ + oglrender->re= RE_NewRender(scene->id.name); + /* create image and image user */ oglrender->ima= BKE_image_verify_viewer(IMA_TYPE_R_RESULT, "Render Result"); BKE_image_signal(oglrender->ima, NULL, IMA_SIGNAL_FREE); + BKE_image_backup_render(oglrender->scene, oglrender->ima); oglrender->iuser.scene= scene; oglrender->iuser.ok= 1; - /* create render and render result */ - oglrender->re= RE_NewRender(scene->id.name); + /* create render result */ RE_InitState(oglrender->re, NULL, &scene->r, NULL, sizex, sizey, NULL); rr= RE_AcquireResultWrite(oglrender->re); |