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Cleanup: Moved DRW_vieport_colormanagement_set to draw_color_management.

This commit is contained in:
2021-08-31 12:51:28 +02:00
parent 63dc286b01
commit 6931a6f3bd
3 changed files with 85 additions and 86 deletions

View File

@@ -31,6 +31,8 @@
#include "GPU_matrix.h"
#include "GPU_texture.h"
#include "DNA_space_types.h"
#include "BKE_colortools.h"
#include "IMB_colormanagement.h"
@@ -41,6 +43,83 @@
/** \name Color Management
* \{ */
void DRW_viewport_colormanagement_set(GPUViewport *viewport, DRWContextState *draw_ctx)
{
const Scene *scene = draw_ctx->scene;
const View3D *v3d = draw_ctx->v3d;
const ColorManagedDisplaySettings *display_settings = &scene->display_settings;
ColorManagedViewSettings view_settings;
float dither = 0.0f;
bool use_render_settings = false;
bool use_view_transform = false;
if (v3d) {
bool use_workbench = BKE_scene_uses_blender_workbench(scene);
bool use_scene_lights = (!v3d ||
((v3d->shading.type == OB_MATERIAL) &&
(v3d->shading.flag & V3D_SHADING_SCENE_LIGHTS)) ||
((v3d->shading.type == OB_RENDER) &&
(v3d->shading.flag & V3D_SHADING_SCENE_LIGHTS_RENDER)));
bool use_scene_world = (!v3d ||
((v3d->shading.type == OB_MATERIAL) &&
(v3d->shading.flag & V3D_SHADING_SCENE_WORLD)) ||
((v3d->shading.type == OB_RENDER) &&
(v3d->shading.flag & V3D_SHADING_SCENE_WORLD_RENDER)));
use_view_transform = v3d && (v3d->shading.type >= OB_MATERIAL);
use_render_settings = v3d && ((use_workbench && use_view_transform) || use_scene_lights ||
use_scene_world);
}
else if (DST.draw_ctx.space_data && DST.draw_ctx.space_data->spacetype == SPACE_IMAGE) {
SpaceImage *sima = (SpaceImage *)DST.draw_ctx.space_data;
Image *image = sima->image;
/* Use inverse logic as there isn't a setting for `Color And Alpha`. */
const eSpaceImage_Flag display_channels_mode = static_cast<eSpaceImage_Flag>(sima->flag);
const bool display_color_channel = (display_channels_mode & (SI_SHOW_ALPHA | SI_SHOW_ZBUF)) ==
0;
if (display_color_channel && image && (image->source != IMA_SRC_GENERATED) &&
((image->flag & IMA_VIEW_AS_RENDER) != 0)) {
use_render_settings = true;
}
}
else if (DST.draw_ctx.space_data && DST.draw_ctx.space_data->spacetype == SPACE_NODE) {
SpaceNode *snode = (SpaceNode *)DST.draw_ctx.space_data;
const eSpaceNode_Flag display_channels_mode = static_cast<eSpaceNode_Flag>(snode->flag);
const bool display_color_channel = (display_channels_mode & SNODE_SHOW_ALPHA) == 0;
if (display_color_channel) {
use_render_settings = true;
}
}
else {
use_render_settings = true;
use_view_transform = false;
}
if (use_render_settings) {
/* Use full render settings, for renders with scene lighting. */
view_settings = scene->view_settings;
dither = scene->r.dither_intensity;
}
else if (use_view_transform) {
/* Use only view transform + look and nothing else for lookdev without
* scene lighting, as exposure depends on scene light intensity. */
BKE_color_managed_view_settings_init_render(&view_settings, display_settings, NULL);
STRNCPY(view_settings.view_transform, scene->view_settings.view_transform);
STRNCPY(view_settings.look, scene->view_settings.look);
dither = scene->r.dither_intensity;
}
else {
/* For workbench use only default view transform in configuration,
* using no scene settings. */
BKE_color_managed_view_settings_init_render(&view_settings, display_settings, NULL);
}
GPU_viewport_colorspace_set(viewport, &view_settings, display_settings, dither);
}
/* Draw texture to framebuffer without any color transforms */
void DRW_transform_none(GPUTexture *tex)
{

View File

@@ -26,7 +26,11 @@
extern "C" {
#endif
struct GPUViewport;
void DRW_transform_none(struct GPUTexture *tex);
void DRW_viewport_colormanagement_set(struct GPUViewport *viewport,
struct DRWContextState *draw_ctx);
#ifdef __cplusplus
}

View File

@@ -311,90 +311,6 @@ struct DupliObject *DRW_object_get_dupli(const Object *UNUSED(ob))
/** \} */
/* -------------------------------------------------------------------- */
/** \name Color Management
* \{ */
/* TODO(fclem): This should be a render engine callback to determine if we need CM or not. */
static void drw_viewport_colormanagement_set(void)
{
Scene *scene = DST.draw_ctx.scene;
View3D *v3d = DST.draw_ctx.v3d;
ColorManagedDisplaySettings *display_settings = &scene->display_settings;
ColorManagedViewSettings view_settings;
float dither = 0.0f;
bool use_render_settings = false;
bool use_view_transform = false;
if (v3d) {
bool use_workbench = BKE_scene_uses_blender_workbench(scene);
bool use_scene_lights = (!v3d ||
((v3d->shading.type == OB_MATERIAL) &&
(v3d->shading.flag & V3D_SHADING_SCENE_LIGHTS)) ||
((v3d->shading.type == OB_RENDER) &&
(v3d->shading.flag & V3D_SHADING_SCENE_LIGHTS_RENDER)));
bool use_scene_world = (!v3d ||
((v3d->shading.type == OB_MATERIAL) &&
(v3d->shading.flag & V3D_SHADING_SCENE_WORLD)) ||
((v3d->shading.type == OB_RENDER) &&
(v3d->shading.flag & V3D_SHADING_SCENE_WORLD_RENDER)));
use_view_transform = v3d && (v3d->shading.type >= OB_MATERIAL);
use_render_settings = v3d && ((use_workbench && use_view_transform) || use_scene_lights ||
use_scene_world);
}
else if (DST.draw_ctx.space_data && DST.draw_ctx.space_data->spacetype == SPACE_IMAGE) {
SpaceImage *sima = (SpaceImage *)DST.draw_ctx.space_data;
Image *image = sima->image;
/* Use inverse logic as there isn't a setting for `Color And Alpha`. */
const eSpaceImage_Flag display_channels_mode = sima->flag;
const bool display_color_channel = (display_channels_mode & (SI_SHOW_ALPHA | SI_SHOW_ZBUF)) ==
0;
if (display_color_channel && image && (image->source != IMA_SRC_GENERATED) &&
((image->flag & IMA_VIEW_AS_RENDER) != 0)) {
use_render_settings = true;
}
}
else if (DST.draw_ctx.space_data && DST.draw_ctx.space_data->spacetype == SPACE_NODE) {
SpaceNode *snode = (SpaceNode *)DST.draw_ctx.space_data;
const eSpaceNode_Flag display_channels_mode = snode->flag;
const bool display_color_channel = (display_channels_mode & SNODE_SHOW_ALPHA) == 0;
if (display_color_channel) {
use_render_settings = true;
}
}
else {
use_render_settings = true;
use_view_transform = false;
}
if (use_render_settings) {
/* Use full render settings, for renders with scene lighting. */
view_settings = scene->view_settings;
dither = scene->r.dither_intensity;
}
else if (use_view_transform) {
/* Use only view transform + look and nothing else for lookdev without
* scene lighting, as exposure depends on scene light intensity. */
BKE_color_managed_view_settings_init_render(&view_settings, display_settings, NULL);
STRNCPY(view_settings.view_transform, scene->view_settings.view_transform);
STRNCPY(view_settings.look, scene->view_settings.look);
dither = scene->r.dither_intensity;
}
else {
/* For workbench use only default view transform in configuration,
* using no scene settings. */
BKE_color_managed_view_settings_init_render(&view_settings, display_settings, NULL);
}
GPU_viewport_colorspace_set(DST.viewport, &view_settings, display_settings, dither);
}
/** \} */
/* -------------------------------------------------------------------- */
/** \name Viewport (DRW_viewport)
* \{ */
@@ -1571,7 +1487,7 @@ void DRW_draw_render_loop_ex(struct Depsgraph *depsgraph,
drw_context_state_init();
drw_viewport_var_init();
drw_viewport_colormanagement_set();
DRW_viewport_colormanagement_set(DST.viewport, &DST.draw_ctx);
const int object_type_exclude_viewport = v3d->object_type_exclude_viewport;
/* Check if scene needs to perform the populate loop */
@@ -2091,7 +2007,7 @@ void DRW_draw_render_loop_2d_ex(struct Depsgraph *depsgraph,
drw_context_state_init();
drw_viewport_var_init();
drw_viewport_colormanagement_set();
DRW_viewport_colormanagement_set(DST.viewport, &DST.draw_ctx);
/* TODO(jbakker): Only populate when editor needs to draw object.
* for the image editor this is when showing UV's. */