forked from bartvdbraak/blender
Cycles: fix color difference between render / 3d view with color management disabled.
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d5929b452e
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@ -130,14 +130,17 @@ void BlenderSession::write_render_result()
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vector<float4> buffer(width*height);
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float fac = 1.0f/255.0f;
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bool color_management = b_scene.render().use_color_management();
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/* normalize */
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for(int i = width*height - 1; i >= 0; i--) {
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uchar4 f = rgba[i];
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float r = color_srgb_to_scene_linear(f.x*fac);
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float g = color_srgb_to_scene_linear(f.y*fac);
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float b = color_srgb_to_scene_linear(f.z*fac);
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buffer[i] = make_float4(r, g, b, 1.0f);
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float3 rgb = make_float3(f.x, f.y, f.z)*fac;
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if(color_management)
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rgb = color_srgb_to_scene_linear(rgb);
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buffer[i] = make_float4(rgb.x, rgb.y, rgb.z, 1.0f);
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}
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struct RenderResult *rrp = RE_engine_begin_result((RenderEngine*)b_engine.ptr.data, 0, 0, width, height);
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@ -40,6 +40,22 @@ __device float color_scene_linear_to_srgb(float c)
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return 1.055f * pow(c, 1.0f/2.4f) - 0.055f;
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}
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__device float3 color_srgb_to_scene_linear(float3 c)
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{
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return make_float3(
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color_srgb_to_scene_linear(c.x),
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color_srgb_to_scene_linear(c.y),
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color_srgb_to_scene_linear(c.z));
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}
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__device float3 color_scene_linear_to_srgb(float3 c)
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{
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return make_float3(
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color_scene_linear_to_srgb(c.x),
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color_scene_linear_to_srgb(c.y),
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color_scene_linear_to_srgb(c.z));
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}
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CCL_NAMESPACE_END
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#endif /* __UTIL_COLOR_H__ */
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