GPU: Fix color difference when rendering to gpu_py_offscreen

Now we do the color management inside the Draw manager and output CM byte
buffer.
This commit is contained in:
Clément Foucault 2019-03-28 22:38:55 +01:00
parent 42dd888b98
commit 4d71b655ec
5 changed files with 15 additions and 8 deletions

View File

@ -111,6 +111,7 @@ void DRW_draw_render_loop_offscreen(
struct RenderEngineType *engine_type,
struct ARegion *ar, struct View3D *v3d,
const bool draw_background,
const bool do_color_management,
struct GPUOffScreen *ofs,
struct GPUViewport *viewport);
void DRW_draw_select_loop(

View File

@ -1673,7 +1673,9 @@ void DRW_draw_render_loop(
void DRW_draw_render_loop_offscreen(
struct Depsgraph *depsgraph, RenderEngineType *engine_type,
ARegion *ar, View3D *v3d,
const bool draw_background, GPUOffScreen *ofs,
const bool draw_background,
const bool do_color_management,
GPUOffScreen *ofs,
GPUViewport *viewport)
{
/* Create temporary viewport if needed. */
@ -1686,7 +1688,9 @@ void DRW_draw_render_loop_offscreen(
/* Reset before using it. */
drw_state_prepare_clean_for_draw(&DST);
DST.options.is_image_render = true;
/* WATCH: Force color management to output CManaged byte buffer by
* forcing is_image_render to false. */
DST.options.is_image_render = !do_color_management;
DST.options.draw_background = draw_background;
DRW_draw_render_loop_ex(depsgraph, engine_type, ar, v3d, render_viewport, NULL);

View File

@ -450,7 +450,7 @@ void ED_view3d_draw_offscreen(
int drawtype,
struct View3D *v3d, struct ARegion *ar, int winx, int winy, float viewmat[4][4],
float winmat[4][4], bool do_sky, bool is_persp, const char *viewname,
struct GPUFXSettings *fx_settings,
struct GPUFXSettings *fx_settings, bool do_color_managment,
struct GPUOffScreen *ofs, struct GPUViewport *viewport);
void ED_view3d_draw_setup_view(
struct wmWindow *win, struct Depsgraph *depsgraph, struct Scene *scene, struct ARegion *ar, struct View3D *v3d,

View File

@ -1455,7 +1455,7 @@ void ED_view3d_draw_offscreen(
View3D *v3d, ARegion *ar, int winx, int winy,
float viewmat[4][4], float winmat[4][4],
bool do_sky, bool UNUSED(is_persp), const char *viewname,
GPUFXSettings *UNUSED(fx_settings),
GPUFXSettings *UNUSED(fx_settings), const bool do_color_management,
GPUOffScreen *ofs, GPUViewport *viewport)
{
RegionView3D *rv3d = ar->regiondata;
@ -1501,7 +1501,7 @@ void ED_view3d_draw_offscreen(
/* main drawing call */
DRW_draw_render_loop_offscreen(
depsgraph, engine_type, ar, v3d,
do_sky, ofs, viewport);
do_sky, do_color_management, ofs, viewport);
/* restore size */
ar->winx = bwinx;
@ -1604,12 +1604,13 @@ ImBuf *ED_view3d_draw_offscreen_imbuf(
}
if ((samples && use_full_sample) == 0) {
const bool do_color_management = (ibuf->rect_float == NULL);
/* Single-pass render, common case */
ED_view3d_draw_offscreen(
depsgraph, scene, drawtype,
v3d, ar, sizex, sizey, NULL, winmat,
draw_sky, !is_ortho, viewname,
&fx_settings, ofs, NULL);
&fx_settings, do_color_management, ofs, NULL);
if (ibuf->rect_float) {
GPU_offscreen_read_pixels(ofs, GL_FLOAT, ibuf->rect_float);
@ -1634,7 +1635,7 @@ ImBuf *ED_view3d_draw_offscreen_imbuf(
depsgraph, scene, drawtype,
v3d, ar, sizex, sizey, NULL, winmat,
draw_sky, !is_ortho, viewname,
&fx_settings, ofs, viewport);
&fx_settings, false, ofs, viewport);
GPU_offscreen_read_pixels(ofs, GL_FLOAT, accum_buffer);
/* skip the first sample */
@ -1649,7 +1650,7 @@ ImBuf *ED_view3d_draw_offscreen_imbuf(
depsgraph, scene, drawtype,
v3d, ar, sizex, sizey, NULL, winmat_jitter,
draw_sky, !is_ortho, viewname,
&fx_settings, ofs, viewport);
&fx_settings, false, ofs, viewport);
GPU_offscreen_read_pixels(ofs, GL_FLOAT, rect_temp);
uint i = sizex * sizey * 4;

View File

@ -259,6 +259,7 @@ static PyObject *bpygpu_offscreen_draw_view3d(BPyGPUOffScreen *self, PyObject *a
true,
"",
NULL,
true,
self->ofs,
NULL);