/* * This program is free software; you can redistribute it and/or * modify it under the terms of the GNU General Public License * as published by the Free Software Foundation; either version 2 * of the License, or (at your option) any later version. * * This program is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the * GNU General Public License for more details. * * You should have received a copy of the GNU General Public License * along with this program; if not, write to the Free Software Foundation, * Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA. * * Copyright 2020, Blender Foundation. */ /** \file * \ingroup draw */ #include #include "draw_manager.h" #include "DRW_render.h" #include "GPU_batch.h" #include "GPU_framebuffer.h" #include "GPU_matrix.h" #include "GPU_texture.h" #include "BKE_colortools.h" #include "IMB_colormanagement.h" #include "draw_color_management.h" /* -------------------------------------------------------------------- */ /** \name Color Management * \{ */ /* Draw texture to framebuffer without any color transforms */ void DRW_transform_none(GPUTexture *tex) { drw_state_set(DRW_STATE_WRITE_COLOR); GPU_matrix_identity_set(); GPU_matrix_identity_projection_set(); /* Draw as texture for final render (without immediate mode). */ GPUBatch *geom = DRW_cache_fullscreen_quad_get(); GPU_batch_program_set_builtin(geom, GPU_SHADER_2D_IMAGE_COLOR); GPU_batch_uniform_4f(geom, "color", 1.0f, 1.0f, 1.0f, 1.0f); GPU_batch_texture_bind(geom, "image", tex); GPU_batch_draw(geom); GPU_texture_unbind(tex); } /** \} */