Revision: 30872 http://projects.blender.org/plugins/scmsvn/viewcvs.php?view=rev&root=bf-blender&revision=30872 Author: blendix Date: 2010-07-29 12:09:20 +0200 (Thu, 29 Jul 2010)
Log Message: ----------- Fix #23073: glsl and 3d view background color didn't take color managment into account yet, should now be consistent with render. Modified Paths: -------------- trunk/blender/source/blender/editors/space_view3d/view3d_draw.c trunk/blender/source/blender/gpu/intern/gpu_material.c trunk/blender/source/blender/gpu/intern/gpu_shader_material.glsl trunk/blender/source/blender/gpu/intern/gpu_shader_material.glsl.c Modified: trunk/blender/source/blender/editors/space_view3d/view3d_draw.c =================================================================== --- trunk/blender/source/blender/editors/space_view3d/view3d_draw.c 2010-07-29 08:08:34 UTC (rev 30871) +++ trunk/blender/source/blender/editors/space_view3d/view3d_draw.c 2010-07-29 10:09:20 UTC (rev 30872) @@ -1968,6 +1968,7 @@ { Scene *sce; Base *base; + float backcol[3]; int bwinx, bwiny; glPushMatrix(); @@ -1987,7 +1988,11 @@ /* set background color, fallback on the view background color */ if(scene->world) { - glClearColor(scene->world->horr, scene->world->horg, scene->world->horb, 0.0); + if(scene->r.color_mgt_flag & R_COLOR_MANAGEMENT) + linearrgb_to_srgb_v3_v3(backcol, &scene->world->horr); + else + copy_v3_v3(backcol, &scene->world->horr); + glClearColor(backcol[0], backcol[1], backcol[2], 0.0); } else { UI_ThemeClearColor(TH_BACK); @@ -2205,6 +2210,7 @@ Scene *sce; Base *base; Object *ob; + float backcol[3]; int retopo= 0, sculptparticle= 0; Object *obact = OBACT; char *grid_unit= NULL; @@ -2223,8 +2229,13 @@ } /* clear background */ - if((v3d->flag2 & V3D_RENDER_OVERRIDE) && scene->world) - glClearColor(scene->world->horr, scene->world->horg, scene->world->horb, 0.0); + if((v3d->flag2 & V3D_RENDER_OVERRIDE) && scene->world) { + if(scene->r.color_mgt_flag & R_COLOR_MANAGEMENT) + linearrgb_to_srgb_v3_v3(backcol, &scene->world->horr); + else + copy_v3_v3(backcol, &scene->world->horr); + glClearColor(backcol[0], backcol[1], backcol[2], 0.0); + } else UI_ThemeClearColor(TH_BACK); Modified: trunk/blender/source/blender/gpu/intern/gpu_material.c =================================================================== --- trunk/blender/source/blender/gpu/intern/gpu_material.c 2010-07-29 08:08:34 UTC (rev 30871) +++ trunk/blender/source/blender/gpu/intern/gpu_material.c 2010-07-29 10:09:20 UTC (rev 30872) @@ -1004,6 +1004,10 @@ else GPU_link(mat, "set_value_one", &tin); } + + if(tex->type==TEX_IMAGE) + if(mat->scene->r.color_mgt_flag & R_COLOR_MANAGEMENT) + GPU_link(mat, "srgb_to_linearrgb", tcol, tcol); if(mtex->mapto & MAP_COL) { GPUNodeLink *colfac; @@ -1244,6 +1248,9 @@ mat->obcolalpha = 1; GPU_link(mat, "shade_alpha_obcolor", shr->combined, GPU_builtin(GPU_OBCOLOR), &shr->combined); } + + if(mat->scene->r.color_mgt_flag & R_COLOR_MANAGEMENT) + GPU_link(mat, "linearrgb_to_srgb", shr->combined, &shr->combined); } GPUNodeLink *GPU_blender_material(GPUMaterial *mat, Material *ma) Modified: trunk/blender/source/blender/gpu/intern/gpu_shader_material.glsl =================================================================== --- trunk/blender/source/blender/gpu/intern/gpu_shader_material.glsl 2010-07-29 08:08:34 UTC (rev 30871) +++ trunk/blender/source/blender/gpu/intern/gpu_shader_material.glsl 2010-07-29 10:09:20 UTC (rev 30872) @@ -75,6 +75,38 @@ outcol = vec4(rgb, hsv.w); } +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); +} + +float linearrgb_to_srgb(float c) +{ + if(c < 0.0031308) + return (c < 0.0)? 0.0: c * 12.92; + else + return 1.055 * pow(c, 1.0/2.4) - 0.055f; +} + +void srgb_to_linearrgb(vec4 col_from, out 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; +} + +void linearrgb_to_srgb(vec4 col_from, out vec4 col_to) +{ + col_to.r = linearrgb_to_srgb(col_from.r); + col_to.g = linearrgb_to_srgb(col_from.g); + col_to.b = linearrgb_to_srgb(col_from.b); + col_to.a = col_from.a; +} + #define M_PI 3.14159265358979323846 /*********** SHADER NODES ***************/ Modified: trunk/blender/source/blender/gpu/intern/gpu_shader_material.glsl.c =================================================================== --- trunk/blender/source/blender/gpu/intern/gpu_shader_material.glsl.c 2010-07-29 08:08:34 UTC (rev 30871) +++ trunk/blender/source/blender/gpu/intern/gpu_shader_material.glsl.c 2010-07-29 10:09:20 UTC (rev 30872) @@ -1,192 +1,214 @@ /* DataToC output of file <gpu_shader_material_glsl> */ -int datatoc_gpu_shader_material_glsl_size= 33537; +int datatoc_gpu_shader_material_glsl_size= 34246; char datatoc_gpu_shader_material_glsl[]= { - 10, -102,108,111, 97,116, 32,101,120,112, 95, 98,108,101,110,100,101,114, 40,102,108,111, 97,116, 32,102, 41, 10,123, 10, 9,114,101, -116,117,114,110, 32,112,111,119, 40, 50, 46, 55, 49, 56, 50, 56, 49, 56, 50, 56, 52, 54, 44, 32,102, 41, 59, 10,125, 10, 10,118, -111,105,100, 32,114,103, 98, 95,116,111, 95,104,115,118, 40,118,101, 99, 52, 32,114,103, 98, 44, 32,111,117,116, 32,118,101, 99, - 52, 32,111,117,116, 99,111,108, 41, 10,123, 10, 9,102,108,111, 97,116, 32, 99,109, 97,120, 44, 32, 99,109,105,110, 44, 32,104, - 44, 32,115, 44, 32,118, 44, 32, 99,100,101,108,116, 97, 59, 10, 9,118,101, 99, 51, 32, 99, 59, 10, 10, 9, 99,109, 97,120, 32, - 61, 32,109, 97,120, 40,114,103, 98, 91, 48, 93, 44, 32,109, 97,120, 40,114,103, 98, 91, 49, 93, 44, 32,114,103, 98, 91, 50, 93, - 41, 41, 59, 10, 9, 99,109,105,110, 32, 61, 32,109,105,110, 40,114,103, 98, 91, 48, 93, 44, 32,109,105,110, 40,114,103, 98, 91, - 49, 93, 44, 32,114,103, 98, 91, 50, 93, 41, 41, 59, 10, 9, 99,100,101,108,116, 97, 32, 61, 32, 99,109, 97,120, 45, 99,109,105, -110, 59, 10, 10, 9,118, 32, 61, 32, 99,109, 97,120, 59, 10, 9,105,102, 32, 40, 99,109, 97,120, 33, 61, 48, 46, 48, 41, 10, 9, - 9,115, 32, 61, 32, 99,100,101,108,116, 97, 47, 99,109, 97,120, 59, 10, 9,101,108,115,101, 32,123, 10, 9, 9,115, 32, 61, 32, - 48, 46, 48, 59, 10, 9, 9,104, 32, 61, 32, 48, 46, 48, 59, 10, 9,125, 10, 10, 9,105,102, 32, 40,115, 32, 61, 61, 32, 48, 46, - 48, 41, 32,123, 10, 9, 9,104, 32, 61, 32, 48, 46, 48, 59, 10, 9,125, 10, 9,101,108,115,101, 32,123, 10, 9, 9, 99, 32, 61, - 32, 40,118,101, 99, 51, 40, 99,109, 97,120, 44, 32, 99,109, 97,120, 44, 32, 99,109, 97,120, 41, 32, 45, 32,114,103, 98, 46,120, -121,122, 41, 47, 99,100,101,108,116, 97, 59, 10, 10, 9, 9,105,102, 32, 40,114,103, 98, 46,120, 61, 61, 99,109, 97,120, 41, 32, -104, 32, 61, 32, 99, 91, 50, 93, 32, 45, 32, 99, 91, 49, 93, 59, 10, 9, 9,101,108,115,101, 32,105,102, 32, 40,114,103, 98, 46, -121, 61, 61, 99,109, 97,120, 41, 32,104, 32, 61, 32, 50, 46, 48, 32, 43, 32, 99, 91, 48, 93, 32, 45, 32, 32, 99, 91, 50, 93, 59, - 10, 9, 9,101,108,115,101, 32,104, 32, 61, 32, 52, 46, 48, 32, 43, 32, 99, 91, 49, 93, 32, 45, 32, 99, 91, 48, 93, 59, 10, 10, - 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32,118,101, 99, 52, 32,118, 99,111,108, 41, 10,123, 10, 9,118, 99,111,108, 32, 61, 32,118,101, 99, 52, 40, 97,116,116,118, 99, -111,108, 46,120, 47, 50, 53, 53, 46, 48, 44, 32, 97,116,116,118, 99,111,108, 46,121, 47, 50, 53, 53, 46, 48, 44, 32, 97,116,116, -118, 99,111,108, 46,122, 47, 50, 53, 53, 46, 48, 44, 32, 49, 46, 48, 41, 59, 10,125, 10, 10,118,111,105,100, 32,117,118, 95, 97, -116,116,114,105, 98,117,116,101, 40,118,101, 99, 50, 32, 97,116,116,117,118, 44, 32,111,117,116, 32,118,101, 99, 51, 32,117,118, @@ Diff output truncated at 10240 characters. @@ _______________________________________________ Bf-blender-cvs mailing list Bf-blender-cvs@blender.org http://lists.blender.org/mailman/listinfo/bf-blender-cvs