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authorTon Roosendaal <ton@blender.org>2011-03-07 14:51:09 +0300
committerTon Roosendaal <ton@blender.org>2011-03-07 14:51:09 +0300
commitdaff7a447e75a7901b7f3d782839c5a15c16efc1 (patch)
tree35ea0f392fc15b436a1081539a38ff73f23e2b2d /source
parentc544d3ffb8688a8456d25aa132c1e9aedb1387c5 (diff)
Bugfix #26388
Actually a todo item I forgot: Material nodes previews now follow the scene "color managenent" setting.
Diffstat (limited to 'source')
-rw-r--r--source/blender/blenkernel/BKE_node.h2
-rw-r--r--source/blender/blenkernel/intern/node.c4
-rw-r--r--source/blender/nodes/intern/SHD_nodes/SHD_material.c2
-rw-r--r--source/blender/nodes/intern/SHD_nodes/SHD_output.c2
-rw-r--r--source/blender/nodes/intern/SHD_nodes/SHD_texture.c2
-rw-r--r--source/blender/nodes/intern/TEX_util.c2
-rw-r--r--source/blender/render/extern/include/RE_shader_ext.h1
-rw-r--r--source/blender/render/intern/source/shadeinput.c5
8 files changed, 11 insertions, 9 deletions
diff --git a/source/blender/blenkernel/BKE_node.h b/source/blender/blenkernel/BKE_node.h
index 41e41eab78f..a126f405d09 100644
--- a/source/blender/blenkernel/BKE_node.h
+++ b/source/blender/blenkernel/BKE_node.h
@@ -168,7 +168,7 @@ void ntreeLocalMerge(struct bNodeTree *localtree, struct bNodeTree *ntree);
void nodeVerifyType(struct bNodeTree *ntree, struct bNode *node);
-void nodeAddToPreview(struct bNode *, float *, int, int);
+void nodeAddToPreview(struct bNode *, float *, int, int, int);
void nodeUnlinkNode(struct bNodeTree *ntree, struct bNode *node);
void nodeUniqueName(struct bNodeTree *ntree, struct bNode *node);
diff --git a/source/blender/blenkernel/intern/node.c b/source/blender/blenkernel/intern/node.c
index 1f8cd1ca152..6f7963f4765 100644
--- a/source/blender/blenkernel/intern/node.c
+++ b/source/blender/blenkernel/intern/node.c
@@ -1325,7 +1325,7 @@ void ntreeClearPreview(bNodeTree *ntree)
/* hack warning! this function is only used for shader previews, and
since it gets called multiple times per pixel for Ztransp we only
add the color once. Preview gets cleared before it starts render though */
-void nodeAddToPreview(bNode *node, float *col, int x, int y)
+void nodeAddToPreview(bNode *node, float *col, int x, int y, int do_manage)
{
bNodePreview *preview= node->preview;
if(preview) {
@@ -1333,7 +1333,7 @@ void nodeAddToPreview(bNode *node, float *col, int x, int y)
if(x<preview->xsize && y<preview->ysize) {
unsigned char *tar= preview->rect+ 4*((preview->xsize*y) + x);
- if(TRUE) {
+ if(do_manage) {
tar[0]= FTOCHAR(linearrgb_to_srgb(col[0]));
tar[1]= FTOCHAR(linearrgb_to_srgb(col[1]));
tar[2]= FTOCHAR(linearrgb_to_srgb(col[2]));
diff --git a/source/blender/nodes/intern/SHD_nodes/SHD_material.c b/source/blender/nodes/intern/SHD_nodes/SHD_material.c
index a95968e7fc9..317dd07f8fe 100644
--- a/source/blender/nodes/intern/SHD_nodes/SHD_material.c
+++ b/source/blender/nodes/intern/SHD_nodes/SHD_material.c
@@ -155,7 +155,7 @@ static void node_shader_exec_material(void *data, bNode *node, bNodeStack **in,
col[3]= shrnode.alpha;
if(shi->do_preview)
- nodeAddToPreview(node, col, shi->xs, shi->ys);
+ nodeAddToPreview(node, col, shi->xs, shi->ys, shi->do_manage);
VECCOPY(out[MAT_OUT_COLOR]->vec, col);
out[MAT_OUT_ALPHA]->vec[0]= shrnode.alpha;
diff --git a/source/blender/nodes/intern/SHD_nodes/SHD_output.c b/source/blender/nodes/intern/SHD_nodes/SHD_output.c
index 4b6488cf4e0..e42caabff34 100644
--- a/source/blender/nodes/intern/SHD_nodes/SHD_output.c
+++ b/source/blender/nodes/intern/SHD_nodes/SHD_output.c
@@ -52,7 +52,7 @@ static void node_shader_exec_output(void *data, bNode *node, bNodeStack **in, bN
nodestack_get_vec(col+3, SOCK_VALUE, in[1]);
if(shi->do_preview) {
- nodeAddToPreview(node, col, shi->xs, shi->ys);
+ nodeAddToPreview(node, col, shi->xs, shi->ys, shi->do_manage);
node->lasty= shi->ys;
}
diff --git a/source/blender/nodes/intern/SHD_nodes/SHD_texture.c b/source/blender/nodes/intern/SHD_nodes/SHD_texture.c
index c2fb18a939b..249e4eeca5d 100644
--- a/source/blender/nodes/intern/SHD_nodes/SHD_texture.c
+++ b/source/blender/nodes/intern/SHD_nodes/SHD_texture.c
@@ -116,7 +116,7 @@ static void node_shader_exec_texture(void *data, bNode *node, bNodeStack **in, b
VECCOPY(out[2]->vec, nor);
if(shi->do_preview)
- nodeAddToPreview(node, out[1]->vec, shi->xs, shi->ys);
+ nodeAddToPreview(node, out[1]->vec, shi->xs, shi->ys, shi->do_manage);
}
}
diff --git a/source/blender/nodes/intern/TEX_util.c b/source/blender/nodes/intern/TEX_util.c
index da047fc9a87..51b3c6d909f 100644
--- a/source/blender/nodes/intern/TEX_util.c
+++ b/source/blender/nodes/intern/TEX_util.c
@@ -124,7 +124,7 @@ void tex_do_preview(bNode *node, float *co, float *col)
int xs= ((co[0] + 1.0f)*0.5f)*preview->xsize;
int ys= ((co[1] + 1.0f)*0.5f)*preview->ysize;
- nodeAddToPreview(node, col, xs, ys);
+ nodeAddToPreview(node, col, xs, ys, 0); /* 0 = no color management */
}
}
diff --git a/source/blender/render/extern/include/RE_shader_ext.h b/source/blender/render/extern/include/RE_shader_ext.h
index ca04990efad..958c19ab9ca 100644
--- a/source/blender/render/extern/include/RE_shader_ext.h
+++ b/source/blender/render/extern/include/RE_shader_ext.h
@@ -174,6 +174,7 @@ typedef struct ShadeInput
/* from initialize, part or renderlayer */
short do_preview; /* for nodes, in previewrender */
+ short do_manage; /* color management flag */
short thread, sample; /* sample: ShadeSample array index */
short nodes; /* indicate node shading, temp hack to prevent recursion */
diff --git a/source/blender/render/intern/source/shadeinput.c b/source/blender/render/intern/source/shadeinput.c
index f4f3cb67a91..d34ef85baa4 100644
--- a/source/blender/render/intern/source/shadeinput.c
+++ b/source/blender/render/intern/source/shadeinput.c
@@ -582,7 +582,7 @@ void shade_input_set_strand_texco(ShadeInput *shi, StrandRen *strand, StrandVert
}
}
- if (R.r.color_mgt_flag & R_COLOR_MANAGEMENT) {
+ if (shi->do_manage) {
if(mode & (MA_VERTEXCOL|MA_VERTEXCOLP|MA_FACETEXTURE)) {
srgb_to_linearrgb_v3_v3(shi->vcol, shi->vcol);
}
@@ -1315,7 +1315,7 @@ void shade_input_set_shade_texco(ShadeInput *shi)
} /* else {
Note! For raytracing winco is not set, important because thus means all shader input's need to have their variables set to zero else in-initialized values are used
*/
- if (R.r.color_mgt_flag & R_COLOR_MANAGEMENT) {
+ if (shi->do_manage) {
if(mode & (MA_VERTEXCOL|MA_VERTEXCOLP|MA_FACETEXTURE)) {
srgb_to_linearrgb_v3_v3(shi->vcol, shi->vcol);
}
@@ -1334,6 +1334,7 @@ void shade_input_initialize(ShadeInput *shi, RenderPart *pa, RenderLayer *rl, in
shi->sample= sample;
shi->thread= pa->thread;
shi->do_preview= (R.r.scemode & R_MATNODE_PREVIEW) != 0;
+ shi->do_manage= (R.r.color_mgt_flag & R_COLOR_MANAGEMENT);
shi->lay= rl->lay;
shi->layflag= rl->layflag;
shi->passflag= rl->passflag;