BGE fix [#35563] Object colour setting for objects and fonts not using colour management like materials

This commit is contained in:
Daniel Stokes 2013-07-19 22:54:02 +00:00
parent d336ae8992
commit a07ac7e644
3 changed files with 27 additions and 5 deletions

@ -2085,8 +2085,9 @@ static KX_GameObject *gameobject_from_blenderobject(
case OB_FONT:
{
bool do_color_management = !(blenderscene->gm.flag & GAME_GLSL_NO_COLOR_MANAGEMENT);
/* font objects have no bounding box */
gameobj = new KX_FontObject(kxscene,KX_Scene::m_callbacks, rendertools, ob);
gameobj = new KX_FontObject(kxscene,KX_Scene::m_callbacks, rendertools, ob, do_color_management);
/* add to the list only the visible fonts */
if ((ob->lay & kxscene->GetBlenderScene()->lay) != 0)

@ -76,12 +76,14 @@ static std::vector<STR_String> split_string(STR_String str)
KX_FontObject::KX_FontObject(void* sgReplicationInfo,
SG_Callbacks callbacks,
RAS_IRenderTools* rendertools,
Object *ob):
Object *ob,
bool do_color_management):
KX_GameObject(sgReplicationInfo, callbacks),
m_object(ob),
m_dpi(72),
m_resolution(1.f),
m_rendertools(rendertools)
m_rendertools(rendertools),
m_do_color_management(do_color_management)
{
Curve *text = static_cast<Curve *> (ob->data);
m_text = split_string(text->str);
@ -174,6 +176,22 @@ void KX_FontObject::DrawText()
/* update the animated color */
this->GetObjectColor().getValue(m_color);
/* Font Objects don't use the glsl shader, this color management code is copied from gpu_shader_material.glsl */
float color[4];
for (int i = 0; i < 3; i++) {
if (m_do_color_management) {
float c = m_color[i];
if(c < 0.0031308)
c = (c < 0.0) ? 0.0: c * 12.92;
else
c = 1.055 * pow(c, 1.0/2.4) - 0.055;
color[i] = c;
}
else
color[i] = m_color[i];
}
color[3] = m_color[3];
/* HARDCODED MULTIPLICATION FACTOR - this will affect the render resolution directly */
const float RES = BGE_FONT_RES * m_resolution;
@ -201,7 +219,7 @@ void KX_FontObject::DrawText()
mat[13] -= spacing[1];
mat[14] -= spacing[2];
}
m_rendertools->RenderText3D(m_fontid, m_text[i], int(size), m_dpi, m_color, mat, aspect);
m_rendertools->RenderText3D(m_fontid, m_text[i], int(size), m_dpi, color, mat, aspect);
}
}

@ -42,7 +42,8 @@ public:
KX_FontObject(void* sgReplicationInfo,
SG_Callbacks callbacks,
RAS_IRenderTools* rendertools,
Object *ob);
Object *ob,
bool do_color_management);
virtual ~KX_FontObject();
@ -69,6 +70,8 @@ protected:
class RAS_IRenderTools* m_rendertools; //needed for drawing routine
bool m_do_color_management;
#ifdef WITH_PYTHON
static PyObject* pyattr_get_text(void* self_v, const KX_PYATTRIBUTE_DEF *attrdef);
static int pyattr_set_text(void *self_v, const KX_PYATTRIBUTE_DEF *attrdef, PyObject *value);