[Bf-blender-cvs] [ce40fb9] master: BGE: World color management fix

Thomas Szepe noreply at git.blender.org
Mon Mar 23 23:58:41 CET 2015


Commit: ce40fb9ab2616abefb79b12c3972e550b1df4660
Author: Thomas Szepe
Date:   Mon Mar 23 23:56:46 2015 +0100
Branches: master
https://developer.blender.org/rBce40fb9ab2616abefb79b12c3972e550b1df4660

BGE: World color management fix

This patch will fix the color management for the mist and global ambient color.
It will remove the old "Color Management" switch in the BGE "Render > Shading" panel and will use the "Display Device" setting in the "Scene > Color Management" panel instead.

Reviewers: moguri, brecht

Reviewed By: brecht

Differential Revision: https://developer.blender.org/D154

===================================================================

M	release/scripts/startup/bl_ui/properties_game.py
M	source/blender/gpu/intern/gpu_material.c
M	source/blender/makesrna/intern/rna_color.c
M	source/gameengine/Converter/BL_BlenderDataConversion.cpp
M	source/gameengine/Converter/BlenderWorldInfo.cpp
M	source/gameengine/Converter/BlenderWorldInfo.h

===================================================================

diff --git a/release/scripts/startup/bl_ui/properties_game.py b/release/scripts/startup/bl_ui/properties_game.py
index 8ef9a08..84ad242 100644
--- a/release/scripts/startup/bl_ui/properties_game.py
+++ b/release/scripts/startup/bl_ui/properties_game.py
@@ -397,7 +397,6 @@ class RENDER_PT_game_shading(RenderButtonsPanel, Panel):
             col.prop(gs, "use_glsl_lights", text="Lights")
             col.prop(gs, "use_glsl_shaders", text="Shaders")
             col.prop(gs, "use_glsl_shadows", text="Shadows")
-            col.prop(gs, "use_glsl_color_management", text="Color Management")
 
             col = split.column()
             col.prop(gs, "use_glsl_ramps", text="Ramps")
diff --git a/source/blender/gpu/intern/gpu_material.c b/source/blender/gpu/intern/gpu_material.c
index 480972d..4d46ef3 100644
--- a/source/blender/gpu/intern/gpu_material.c
+++ b/source/blender/gpu/intern/gpu_material.c
@@ -452,7 +452,7 @@ bool GPU_material_do_color_management(GPUMaterial *mat)
 	if (!BKE_scene_check_color_management_enabled(mat->scene))
 		return false;
 
-	return !((mat->scene->gm.flag & GAME_GLSL_NO_COLOR_MANAGEMENT));
+	return true;
 }
 
 bool GPU_material_use_new_shading_nodes(GPUMaterial *mat)
diff --git a/source/blender/makesrna/intern/rna_color.c b/source/blender/makesrna/intern/rna_color.c
index 5e114a5..e6193b3 100644
--- a/source/blender/makesrna/intern/rna_color.c
+++ b/source/blender/makesrna/intern/rna_color.c
@@ -447,6 +447,7 @@ static void rna_ColorManagedDisplaySettings_display_device_update(Main *UNUSED(b
 
 		IMB_colormanagement_validate_settings(&scene->display_settings, &scene->view_settings);
 
+		DAG_id_tag_update(id, 0);
 		WM_main_add_notifier(NC_SCENE | ND_SEQUENCER, NULL);
 	}
 }
diff --git a/source/gameengine/Converter/BL_BlenderDataConversion.cpp b/source/gameengine/Converter/BL_BlenderDataConversion.cpp
index 6e3a321..3e7e104 100644
--- a/source/gameengine/Converter/BL_BlenderDataConversion.cpp
+++ b/source/gameengine/Converter/BL_BlenderDataConversion.cpp
@@ -1651,7 +1651,7 @@ static KX_GameObject *gameobject_from_blenderobject(
 
 	case OB_FONT:
 	{
-		bool do_color_management = !(blenderscene->gm.flag & GAME_GLSL_NO_COLOR_MANAGEMENT);
+		bool do_color_management = BKE_scene_check_color_management_enabled(blenderscene);
 		/* font objects have no bounding box */
 		gameobj = new KX_FontObject(kxscene,KX_Scene::m_callbacks, rendertools, ob, do_color_management);
 
diff --git a/source/gameengine/Converter/BlenderWorldInfo.cpp b/source/gameengine/Converter/BlenderWorldInfo.cpp
index 40293d7..6daeccc 100644
--- a/source/gameengine/Converter/BlenderWorldInfo.cpp
+++ b/source/gameengine/Converter/BlenderWorldInfo.cpp
@@ -54,21 +54,16 @@
 BlenderWorldInfo::BlenderWorldInfo(Scene *blenderscene, World *blenderworld)
 {
 	if (blenderworld) {
+		m_do_color_management = BKE_scene_check_color_management_enabled(blenderscene);
 		m_hasworld = true;
 		m_hasmist = ((blenderworld->mode) & WO_MIST ? true : false);
 		m_misttype = blenderworld->mistype;
 		m_miststart = blenderworld->miststa;
 		m_mistdistance = blenderworld->mistdist;
 		m_mistintensity = blenderworld->misi;
-		copy_v3_v3(m_mistcolor, &blenderworld->horr);
-		copy_v3_v3(m_backgroundcolor, &blenderworld->horr);
-		copy_v3_v3(m_ambientcolor, &blenderworld->ambr);
-
-		if (BKE_scene_check_color_management_enabled(blenderscene)) {
-			linearrgb_to_srgb_v3_v3(m_mistcolor, m_mistcolor);
-			linearrgb_to_srgb_v3_v3(m_backgroundcolor, m_backgroundcolor);
-			linearrgb_to_srgb_v3_v3(m_ambientcolor, m_ambientcolor);
-		}
+		setMistColor(blenderworld->horr, blenderworld->horg, blenderworld->horb);
+		setBackColor(blenderworld->horr, blenderworld->horg, blenderworld->horb);
+		setAmbientColor(blenderworld->ambr, blenderworld->ambg, blenderworld->ambb);
 	}
 	else {
 		m_hasworld = false;
@@ -159,6 +154,13 @@ void BlenderWorldInfo::setBackColor(float r, float g, float b)
 	m_backgroundcolor[0] = r;
 	m_backgroundcolor[1] = g;
 	m_backgroundcolor[2] = b;
+
+	if (m_do_color_management) {
+		linearrgb_to_srgb_v3_v3(m_con_backgroundcolor, m_backgroundcolor);
+	}
+	else {
+		copy_v3_v3(m_con_backgroundcolor, m_backgroundcolor);
+	}
 }
 
 void BlenderWorldInfo::setMistType(short type)
@@ -190,6 +192,13 @@ void BlenderWorldInfo::setMistColor(float r, float g, float b)
 	m_mistcolor[0] = r;
 	m_mistcolor[1] = g;
 	m_mistcolor[2] = b;
+
+	if (m_do_color_management) {
+		linearrgb_to_srgb_v3_v3(m_con_mistcolor, m_mistcolor);
+	}
+	else {
+		copy_v3_v3(m_con_mistcolor, m_mistcolor);
+	}
 }
 
 void BlenderWorldInfo::setAmbientColor(float r, float g, float b)
@@ -197,6 +206,13 @@ void BlenderWorldInfo::setAmbientColor(float r, float g, float b)
 	m_ambientcolor[0] = r;
 	m_ambientcolor[1] = g;
 	m_ambientcolor[2] = b;
+
+	if (m_do_color_management) {
+		linearrgb_to_srgb_v3_v3(m_con_ambientcolor, m_ambientcolor);
+	}
+	else {
+		copy_v3_v3(m_con_ambientcolor, m_ambientcolor);
+	}
 }
 
 void BlenderWorldInfo::UpdateBackGround()
@@ -205,7 +221,7 @@ void BlenderWorldInfo::UpdateBackGround()
 		RAS_IRasterizer *m_rasterizer = KX_GetActiveEngine()->GetRasterizer();
 
 		if (m_rasterizer->GetDrawingMode() >= RAS_IRasterizer::KX_SOLID) {
-			m_rasterizer->SetBackColor(m_backgroundcolor);
+			m_rasterizer->SetBackColor(m_con_backgroundcolor);
 			GPU_horizon_update_color(m_backgroundcolor);
 		}
 	}
@@ -217,11 +233,11 @@ void BlenderWorldInfo::UpdateWorldSettings()
 		RAS_IRasterizer *m_rasterizer = KX_GetActiveEngine()->GetRasterizer();
 
 		if (m_rasterizer->GetDrawingMode() >= RAS_IRasterizer::KX_SOLID) {
-			m_rasterizer->SetAmbientColor(m_ambientcolor);
+			m_rasterizer->SetAmbientColor(m_con_ambientcolor);
 			GPU_ambient_update_color(m_ambientcolor);
 
 			if (m_hasmist) {
-				m_rasterizer->SetFog(m_misttype, m_miststart, m_mistdistance, m_mistintensity, m_mistcolor);
+				m_rasterizer->SetFog(m_misttype, m_miststart, m_mistdistance, m_mistintensity, m_con_mistcolor);
 				GPU_mist_update_values(m_misttype, m_miststart, m_mistdistance, m_mistintensity, m_mistcolor);
 				m_rasterizer->EnableFog(true);
 				GPU_mist_update_enable(true);
diff --git a/source/gameengine/Converter/BlenderWorldInfo.h b/source/gameengine/Converter/BlenderWorldInfo.h
index 395e8f7..5c1cbd2 100644
--- a/source/gameengine/Converter/BlenderWorldInfo.h
+++ b/source/gameengine/Converter/BlenderWorldInfo.h
@@ -51,11 +51,15 @@ class BlenderWorldInfo : public KX_WorldInfo
 	float m_mistcolor[3];
 	float m_backgroundcolor[3];
 	float m_ambientcolor[3];
+	float m_con_mistcolor[3];
+	float m_con_backgroundcolor[3];
+	float m_con_ambientcolor[3];
 
 public:
 	BlenderWorldInfo(Scene *blenderscene, World *blenderworld);
 	~BlenderWorldInfo();
 
+	bool m_do_color_management;
 	bool hasWorld();
 	bool hasMist();
 	short getMistType();




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