Fix #27981: opengl render + render slots not working.

This also revealed an issue where the opengl render float buffer was not linear,
and toggling back to a render slot would show wrong colors. Now it converts the
float buffer to linear so that this goes ok, disadvantage is that it's slower.
This commit is contained in:
Brecht Van Lommel 2011-11-29 22:37:16 +00:00
parent db29fd4cd1
commit d949dd6849

@ -123,17 +123,6 @@ static void screen_opengl_render_apply(OGLRender *oglrender)
rr= RE_AcquireResultRead(oglrender->re);
/* note on color management:
* looked into how best to deal with color management here and found heres how it should work.
*
* OpenGL materials etc are color corrected, so a float buffer from the graphics card is
* color corrected, without running any conversion functions.
*
* With color correction disabled blender expects the rr->rectf to be non-color managed so
* just do a direct copy from the byte array to the rectf with no conversion too.
* notice IMB_float_from_rect has the profile set so no conversion is done.
*/
if(view_context) {
GPU_offscreen_bind(oglrender->ofs); /* bind */
@ -208,13 +197,32 @@ static void screen_opengl_render_apply(OGLRender *oglrender)
if((scene->r.stamp & R_STAMP_ALL) && (scene->r.stamp & R_STAMP_DRAW))
BKE_stamp_buf(scene, camera, NULL, rr->rectf, rr->rectx, rr->recty, 4);
/* note on color management:
*
* OpenGL renders into sRGB colors, but render buffers are expected to be
* linear if color management is enabled. So we convert to linear here, so
* the conversion back to bytes using the color management flag can make it
* sRGB again, and so that e.g. openexr saving also saves the correct linear
* float buffer. */
if(oglrender->scene->r.color_mgt_flag & R_COLOR_MANAGEMENT) {
float *rctf = rr->rectf;
int i;
for (i = oglrender->sizex * oglrender->sizey; i > 0; i--, rctf+=4) {
rctf[0]= srgb_to_linearrgb(rctf[0]);
rctf[1]= srgb_to_linearrgb(rctf[1]);
rctf[2]= srgb_to_linearrgb(rctf[2]);
}
}
RE_ReleaseResult(oglrender->re);
/* update byte from float buffer */
ibuf= BKE_image_acquire_ibuf(oglrender->ima, &oglrender->iuser, &lock);
if(ibuf) {
image_buffer_rect_update(NULL, rr, ibuf, NULL);
image_buffer_rect_update(scene, rr, ibuf, NULL);
if(oglrender->write_still) {
char name[FILE_MAX];
@ -307,15 +315,18 @@ static int screen_opengl_render_init(bContext *C, wmOperator *op)
oglrender->scene->customdata_mask_modal= ED_view3d_datamask(oglrender->scene, oglrender->v3d);
}
/* create render */
oglrender->re= RE_NewRender(scene->id.name);
/* create image and image user */
oglrender->ima= BKE_image_verify_viewer(IMA_TYPE_R_RESULT, "Render Result");
BKE_image_signal(oglrender->ima, NULL, IMA_SIGNAL_FREE);
BKE_image_backup_render(oglrender->scene, oglrender->ima);
oglrender->iuser.scene= scene;
oglrender->iuser.ok= 1;
/* create render and render result */
oglrender->re= RE_NewRender(scene->id.name);
/* create render result */
RE_InitState(oglrender->re, NULL, &scene->r, NULL, sizex, sizey, NULL);
rr= RE_AcquireResultWrite(oglrender->re);