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