Workbench: Fix srgb texture not being color managed in texture color mode

This commit is contained in:
Clément Foucault 2018-12-14 19:16:35 +01:00
parent 0d511e05d3
commit 29877fb1a4
4 changed files with 35 additions and 4 deletions

View File

@ -141,3 +141,21 @@ vec2 matcap_uv_compute(vec3 I, vec3 N, bool flipped)
}
return matcap_uv * 0.496 + 0.5;
}
float srgb_to_linearrgb(float c)
{
if (c < 0.04045)
return (c < 0.0) ? 0.0 : c * (1.0 / 12.92);
else
return pow((c + 0.055) * (1.0 / 1.055), 2.4);
}
vec4 srgb_to_linearrgb(vec4 col_from)
{
vec4 col_to;
col_to.r = srgb_to_linearrgb(col_from.r);
col_to.g = srgb_to_linearrgb(col_from.g);
col_to.b = srgb_to_linearrgb(col_from.b);
col_to.a = col_from.a;
return col_to;
}

View File

@ -1,8 +1,8 @@
#ifdef V3D_SHADING_TEXTURE_COLOR
uniform sampler2D image;
uniform float ImageTransparencyCutoff = 0.1;
#endif
uniform float ImageTransparencyCutoff = 0.1;
uniform sampler2D image;
uniform bool imageSrgb;
uniform mat4 ProjectionMatrix;
uniform mat4 ViewMatrixInverse;
uniform float alpha = 0.5;
@ -39,6 +39,9 @@ void main()
if (diffuse_color.a < ImageTransparencyCutoff) {
discard;
}
if (imageSrgb) {
diffuse_color = srgb_to_linearrgb(diffuse_color);
}
#else
diffuse_color = vec4(materialDiffuseColor, 1.0);
#endif /* V3D_SHADING_TEXTURE_COLOR */

View File

@ -6,6 +6,7 @@ uniform float materialRoughness;
uniform sampler2D image;
uniform float ImageTransparencyCutoff = 0.1;
uniform bool imageSrgb;
#ifdef NORMAL_VIEWPORT_PASS_ENABLED
in vec3 normal_viewport;
@ -40,6 +41,9 @@ void main()
if (color.a < ImageTransparencyCutoff) {
discard;
}
if (imageSrgb) {
color = srgb_to_linearrgb(color);
}
# else
color.rgb = materialDiffuseColor;
# endif

View File

@ -4,6 +4,8 @@
#include "BIF_gl.h"
#include "BKE_image.h"
#include "BLI_dynstr.h"
#include "BLI_hash.h"
@ -189,8 +191,12 @@ void workbench_material_shgroup_uniform(
}
if (workbench_material_determine_color_type(wpd, material->ima, ob) == V3D_SHADING_TEXTURE_COLOR) {
ImBuf *ibuf = BKE_image_acquire_ibuf(material->ima, NULL, NULL);
const bool do_color_correction = (ibuf && (ibuf->colormanage_flag & IMB_COLORMANAGE_IS_DATA) == 0);
BKE_image_release_ibuf(material->ima, ibuf, NULL);
GPUTexture *tex = GPU_texture_from_blender(material->ima, NULL, GL_TEXTURE_2D, false, 0.0f);
DRW_shgroup_uniform_texture(grp, "image", tex);
DRW_shgroup_uniform_bool_copy(grp, "imageSrgb", do_color_correction);
}
else {
DRW_shgroup_uniform_vec3(grp, "materialDiffuseColor", (use_metallic) ? material->base_color : material->diffuse_color, 1);