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-rw-r--r--source/blender/draw/intern/DRW_render.h8
-rw-r--r--source/blender/draw/intern/draw_color_management.cc192
-rw-r--r--source/blender/draw/intern/draw_color_management.h3
-rw-r--r--source/blender/draw/intern/draw_manager.c4
4 files changed, 138 insertions, 69 deletions
diff --git a/source/blender/draw/intern/DRW_render.h b/source/blender/draw/intern/DRW_render.h
index 0aa3fd3b2f7..6639a100af9 100644
--- a/source/blender/draw/intern/DRW_render.h
+++ b/source/blender/draw/intern/DRW_render.h
@@ -63,6 +63,10 @@
#include "DEG_depsgraph.h"
+#ifdef __cplusplus
+extern "C" {
+#endif
+
struct GPUBatch;
struct GPUMaterial;
struct GPUShader;
@@ -774,3 +778,7 @@ typedef struct DRWContextState {
} DRWContextState;
const DRWContextState *DRW_context_state_get(void);
+
+#ifdef __cplusplus
+}
+#endif
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)
{
diff --git a/source/blender/draw/intern/draw_color_management.h b/source/blender/draw/intern/draw_color_management.h
index df701eb526b..9be105b88ec 100644
--- a/source/blender/draw/intern/draw_color_management.h
+++ b/source/blender/draw/intern/draw_color_management.h
@@ -29,8 +29,7 @@ extern "C" {
struct GPUViewport;
void DRW_transform_none(struct GPUTexture *tex);
-void DRW_viewport_colormanagement_set(struct GPUViewport *viewport,
- struct DRWContextState *draw_ctx);
+void DRW_viewport_colormanagement_set(struct GPUViewport *viewport);
#ifdef __cplusplus
}
diff --git a/source/blender/draw/intern/draw_manager.c b/source/blender/draw/intern/draw_manager.c
index 1ed2b4005ee..7f850435a64 100644
--- a/source/blender/draw/intern/draw_manager.c
+++ b/source/blender/draw/intern/draw_manager.c
@@ -1487,7 +1487,7 @@ void DRW_draw_render_loop_ex(struct Depsgraph *depsgraph,
drw_context_state_init();
drw_viewport_var_init();
- DRW_viewport_colormanagement_set(DST.viewport, &DST.draw_ctx);
+ DRW_viewport_colormanagement_set(DST.viewport);
const int object_type_exclude_viewport = v3d->object_type_exclude_viewport;
/* Check if scene needs to perform the populate loop */
@@ -2007,7 +2007,7 @@ void DRW_draw_render_loop_2d_ex(struct Depsgraph *depsgraph,
drw_context_state_init();
drw_viewport_var_init();
- DRW_viewport_colormanagement_set(DST.viewport, &DST.draw_ctx);
+ DRW_viewport_colormanagement_set(DST.viewport);
/* TODO(jbakker): Only populate when editor needs to draw object.
* for the image editor this is when showing UV's. */