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/*
* 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 <stdio.h>
#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_uniform_1i(geom, "image", 0);
GPU_texture_bind(tex, 0);
GPU_batch_draw(geom);
GPU_texture_unbind(tex);
}
/** \} */
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