Fix T43953, make opengl render work like before, basically, if we render

transparent, it will render sky/transparent, regardless of the "show
world setting".
This commit is contained in:
Antonis Ryakiotakis 2015-03-10 16:34:40 +01:00
parent edc8a4c484
commit 56c0a3faef
Notes: blender-bot 2023-02-14 09:23:44 +01:00
Referenced by issue #43953, openGL render renders transparent with alpha set to Sky in the Render/Shading menu
4 changed files with 19 additions and 10 deletions

View File

@ -361,6 +361,9 @@ void UI_GetColorPtrBlendShade3ubv(const unsigned char cp1[3], const unsigned
// clear the openGL ClearColor using the input colorid
void UI_ThemeClearColor(int colorid);
// clear the openGL ClearColor using the input colorid using optional transparency
void UI_ThemeClearColorAlpha(int colorid, float alpha);
// internal (blender) usage only, for init and set active
void UI_SetTheme(int spacetype, int regionid);

View File

@ -1531,6 +1531,14 @@ void UI_ThemeClearColor(int colorid)
glClearColor(col[0], col[1], col[2], 0.0f);
}
void UI_ThemeClearColorAlpha(int colorid, float alpha)
{
float col[3];
UI_GetThemeColor3fv(colorid, col);
glClearColor(col[0], col[1], col[2], alpha);
}
int UI_ThemeMenuShadowWidth(void)
{
bTheme *btheme = UI_GetTheme();

View File

@ -136,7 +136,7 @@ static void screen_opengl_render_apply(OGLRender *oglrender)
int sizey = oglrender->sizey;
const short view_context = (v3d != NULL);
bool draw_bgpic = true;
bool draw_sky = (scene->r.alphamode == R_ADDSKY) && v3d && (v3d->flag3 & V3D_SHOW_WORLD);
bool draw_sky = (scene->r.alphamode == R_ADDSKY);
unsigned char *rect = NULL;
rr = RE_AcquireResultRead(oglrender->re);

View File

@ -2879,11 +2879,9 @@ void ED_view3d_draw_offscreen_init(Scene *scene, View3D *v3d)
/*
* Function to clear the view
*/
static void view3d_main_area_clear(Scene *scene, View3D *v3d, ARegion *ar, bool force)
static void view3d_main_area_clear(Scene *scene, View3D *v3d, ARegion *ar)
{
/* clear background */
if (scene->world && ((v3d->flag3 & V3D_SHOW_WORLD) || force)) {
float alpha = (force) ? 1.0f : 0.0f;
if (scene->world && (v3d->flag3 & V3D_SHOW_WORLD)) {
bool glsl = GPU_glsl_support() && BKE_scene_use_new_shading_nodes(scene) && scene->world->nodetree && scene->world->use_nodes;
if (glsl) {
@ -2996,7 +2994,7 @@ static void view3d_main_area_clear(Scene *scene, View3D *v3d, ARegion *ar, bool
interp_v3_v3v3(col_fl, col_hor, col_zen, col_fac);
rgb_float_to_uchar(col_ub, col_fl);
col_ub[3] = alpha * 255;
col_ub[3] = 255;
}
}
@ -3031,7 +3029,7 @@ static void view3d_main_area_clear(Scene *scene, View3D *v3d, ARegion *ar, bool
IMB_colormanagement_pixel_to_display_space_v3(col_hor, &scene->world->horr, &scene->view_settings,
&scene->display_settings);
glClearColor(col_hor[0], col_hor[1], col_hor[2], alpha);
glClearColor(col_hor[0], col_hor[1], col_hor[2], 1.0);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
}
}
@ -3067,7 +3065,7 @@ static void view3d_main_area_clear(Scene *scene, View3D *v3d, ARegion *ar, bool
glPopMatrix();
}
else {
UI_ThemeClearColor(TH_HIGH_GRAD);
UI_ThemeClearColorAlpha(TH_HIGH_GRAD, 1.0f);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
}
}
@ -3125,7 +3123,7 @@ void ED_view3d_draw_offscreen(
/* clear opengl buffers */
if (do_sky) {
view3d_main_area_clear(scene, v3d, ar, true);
view3d_main_area_clear(scene, v3d, ar);
}
else {
glClearColor(0.0f, 0.0f, 0.0f, 0.0f);
@ -3555,7 +3553,7 @@ static void view3d_main_area_draw_objects(const bContext *C, Scene *scene, View3
}
/* clear the background */
view3d_main_area_clear(scene, v3d, ar, false);
view3d_main_area_clear(scene, v3d, ar);
/* enables anti-aliasing for 3D view drawing */
if (U.ogl_multisamples != USER_MULTISAMPLE_NONE) {