Example #1
0
static void screen_opengl_render_apply(OGLRender *oglrender)
{
	RenderResult *rr;
	RenderView *rv;
	int view_id;
	ImBuf *ibuf;
	void *lock;

	if (oglrender->is_sequencer) {
		Scene *scene = oglrender->scene;

		SeqRenderData context;
		SpaceSeq *sseq = oglrender->sseq;
		int chanshown = sseq ? sseq->chanshown : 0;

		BKE_sequencer_new_render_data(
		        oglrender->bmain->eval_ctx, oglrender->bmain, scene,
		        oglrender->sizex, oglrender->sizey, 100.0f,
		        &context);

		for (view_id = 0; view_id < oglrender->views_len; view_id++) {
			context.view_id = view_id;
			context.gpu_offscreen = oglrender->ofs;
			context.gpu_fx = oglrender->fx;
			context.gpu_full_samples = oglrender->ofs_full_samples;

			oglrender->seq_data.ibufs_arr[view_id] = BKE_sequencer_give_ibuf(&context, CFRA, chanshown);
		}
	}

	rr = RE_AcquireResultRead(oglrender->re);
	for (rv = rr->views.first, view_id = 0; rv; rv = rv->next, view_id++) {
		BLI_assert(view_id < oglrender->views_len);
		RE_SetActiveRenderView(oglrender->re, rv->name);
		oglrender->view_id = view_id;
		/* add grease pencil passes. For sequencer, the render does not include renderpasses
		 * TODO: The sequencer render of grease pencil should be rethought */
		if (!oglrender->is_sequencer) {
			add_gpencil_renderpass(oglrender, rr, rv);
		}
		/* render composite */
		screen_opengl_render_doit(oglrender, rr);
	}

	RE_ReleaseResult(oglrender->re);

	ibuf = BKE_image_acquire_ibuf(oglrender->ima, &oglrender->iuser, &lock);
	if (ibuf) {
		ibuf->userflags |= IB_DISPLAY_BUFFER_INVALID;
	}
	BKE_image_release_ibuf(oglrender->ima, ibuf, lock);

	if (oglrender->write_still) {
		screen_opengl_render_write(oglrender);
	}
}
Example #2
0
ImBuf *sequencer_ibuf_get(struct Main *bmain, Scene *scene, SpaceSeq *sseq, int cfra, int frame_ofs, const char *viewname)
{
	SeqRenderData context;
	ImBuf *ibuf;
	int rectx, recty;
	float render_size;
	float proxy_size = 100.0;
	short is_break = G.is_break;

	render_size = sseq->render_size;
	if (render_size == 0) {
		render_size = scene->r.size;
	}
	else {
		proxy_size = render_size;
	}

	if (render_size < 0) {
		return NULL;
	}

	rectx = (render_size * (float)scene->r.xsch) / 100.0f + 0.5f;
	recty = (render_size * (float)scene->r.ysch) / 100.0f + 0.5f;

	BKE_sequencer_new_render_data(
	        bmain->eval_ctx, bmain, scene,
	        rectx, recty, proxy_size,
	        &context);
	context.view_id = BKE_scene_multiview_view_id_get(&scene->r, viewname);

	/* sequencer could start rendering, in this case we need to be sure it wouldn't be canceled
	 * by Esc pressed somewhere in the past
	 */
	G.is_break = false;

	if (special_seq_update)
		ibuf = BKE_sequencer_give_ibuf_direct(&context, cfra + frame_ofs, special_seq_update);
	else if (!U.prefetchframes) // XXX || (G.f & G_PLAYANIM) == 0) {
		ibuf = BKE_sequencer_give_ibuf(&context, cfra + frame_ofs, sseq->chanshown);
	else
		ibuf = BKE_sequencer_give_ibuf_threaded(&context, cfra + frame_ofs, sseq->chanshown);

	/* restore state so real rendering would be canceled (if needed) */
	G.is_break = is_break;

	return ibuf;
}
Example #3
0
static void screen_opengl_render_doit(OGLRender *oglrender, RenderResult *rr)
{
	Scene *scene = oglrender->scene;
	ARegion *ar = oglrender->ar;
	View3D *v3d = oglrender->v3d;
	RegionView3D *rv3d = oglrender->rv3d;
	Object *camera = NULL;
	ImBuf *ibuf;
	float winmat[4][4];
	int sizex = oglrender->sizex;
	int sizey = oglrender->sizey;
	const short view_context = (v3d != NULL);
	bool draw_bgpic = true;
	bool draw_sky = (scene->r.alphamode == R_ADDSKY);
	unsigned char *rect = NULL;
	const char *viewname = RE_GetActiveRenderView(oglrender->re);

	if (oglrender->is_sequencer) {
		SeqRenderData context;
		SpaceSeq *sseq = oglrender->sseq;
		int chanshown = sseq ? sseq->chanshown : 0;
		struct bGPdata *gpd = (sseq && (sseq->flag & SEQ_SHOW_GPENCIL)) ? sseq->gpd : NULL;

		BKE_sequencer_new_render_data(
		        oglrender->bmain->eval_ctx, oglrender->bmain, scene,
		        oglrender->sizex, oglrender->sizey, 100.0f,
		        &context);

		context.view_id = BKE_scene_multiview_view_id_get(&scene->r, viewname);
		ibuf = BKE_sequencer_give_ibuf(&context, CFRA, chanshown);

		if (ibuf) {
			float *rectf;
			ImBuf *linear_ibuf;

			BLI_assert((oglrender->sizex == ibuf->x) && (oglrender->sizey == ibuf->y));

			linear_ibuf = IMB_dupImBuf(ibuf);
			IMB_freeImBuf(ibuf);

			if (linear_ibuf->rect_float == NULL) {
				/* internally sequencer working in display space and stores both bytes and float buffers in that space.
				 * It is possible that byte->float onversion didn't happen in sequencer (e.g. when adding image sequence/movie
				 * into sequencer) there'll be only byte buffer. Create float buffer from existing byte buffer, making it linear
				 */

				IMB_float_from_rect(linear_ibuf);
			}
			else {
				/* ensure float buffer is in linear space, not in display space */
				BKE_sequencer_imbuf_from_sequencer_space(scene, linear_ibuf);
			}

			rectf = RE_RenderViewGetRectf(rr, oglrender->view_id);
			memcpy(rectf, linear_ibuf->rect_float, sizeof(float) * 4 * oglrender->sizex * oglrender->sizey);

			IMB_freeImBuf(linear_ibuf);
		}

		if (gpd) {
			int i;
			unsigned char *gp_rect;

			GPU_offscreen_bind(oglrender->ofs, true);

			glClearColor(0.0f, 0.0f, 0.0f, 0.0f);
			glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);

			wmOrtho2(0, sizex, 0, sizey);
			glTranslatef(sizex / 2, sizey / 2, 0.0f);

			G.f |= G_RENDER_OGL;
			ED_gpencil_draw_ex(scene, gpd, sizex, sizey, scene->r.cfra, SPACE_SEQ);
			G.f &= ~G_RENDER_OGL;

			gp_rect = MEM_mallocN(sizex * sizey * sizeof(unsigned char) * 4, "offscreen rect");
			GPU_offscreen_read_pixels(oglrender->ofs, GL_UNSIGNED_BYTE, gp_rect);

			for (i = 0; i < sizex * sizey * 4; i += 4) {
				float  col_src[4];
				rgba_uchar_to_float(col_src, &gp_rect[i]);
				blend_color_mix_float(&rr->rectf[i], &rr->rectf[i], col_src);
			}
			GPU_offscreen_unbind(oglrender->ofs, true);

			MEM_freeN(gp_rect);
		}
	}
	else if (view_context) {
		bool is_persp;
		/* full copy */
		GPUFXSettings fx_settings = v3d->fx_settings;

		ED_view3d_draw_offscreen_init(scene, v3d);

		GPU_offscreen_bind(oglrender->ofs, true); /* bind */

		/* render 3d view */
		if (rv3d->persp == RV3D_CAMOB && v3d->camera) {
			/*int is_ortho = scene->r.mode & R_ORTHO;*/
			camera = BKE_camera_multiview_render(oglrender->scene, v3d->camera, viewname);
			RE_GetCameraWindow(oglrender->re, camera, scene->r.cfra, winmat);
			if (camera->type == OB_CAMERA) {
				Camera *cam = camera->data;
				is_persp = cam->type == CAM_PERSP;
			}
			else
				is_persp = true;
			BKE_camera_to_gpu_dof(camera, &fx_settings);
		}
		else {
			rctf viewplane;
			float clipsta, clipend;

			bool is_ortho = ED_view3d_viewplane_get(v3d, rv3d, sizex, sizey, &viewplane, &clipsta, &clipend, NULL);
			if (is_ortho) orthographic_m4(winmat, viewplane.xmin, viewplane.xmax, viewplane.ymin, viewplane.ymax, -clipend, clipend);
			else perspective_m4(winmat, viewplane.xmin, viewplane.xmax, viewplane.ymin, viewplane.ymax, clipsta, clipend);

			is_persp = !is_ortho;
		}

		rect = MEM_mallocN(sizex * sizey * sizeof(unsigned char) * 4, "offscreen rect");

		if ((scene->r.mode & R_OSA) == 0) {
			ED_view3d_draw_offscreen(
			        scene, v3d, ar, sizex, sizey, NULL, winmat,
			        draw_bgpic, draw_sky, is_persp,
			        oglrender->ofs, oglrender->fx, &fx_settings, viewname);
			GPU_offscreen_read_pixels(oglrender->ofs, GL_UNSIGNED_BYTE, rect);
		}
		else {
			/* simple accumulation, less hassle then FSAA FBO's */
			static float jit_ofs[32][2];
			float winmat_jitter[4][4];
			int *accum_buffer = MEM_mallocN(sizex * sizey * sizeof(int) * 4, "accum1");
			int i, j;

			BLI_jitter_init(jit_ofs, scene->r.osa);

			/* first sample buffer, also initializes 'rv3d->persmat' */
			ED_view3d_draw_offscreen(
			        scene, v3d, ar, sizex, sizey, NULL, winmat,
			        draw_bgpic, draw_sky, is_persp,
			        oglrender->ofs, oglrender->fx, &fx_settings, viewname);
			GPU_offscreen_read_pixels(oglrender->ofs, GL_UNSIGNED_BYTE, rect);

			for (i = 0; i < sizex * sizey * 4; i++)
				accum_buffer[i] = rect[i];

			/* skip the first sample */
			for (j = 1; j < scene->r.osa; j++) {
				copy_m4_m4(winmat_jitter, winmat);
				window_translate_m4(winmat_jitter, rv3d->persmat,
				                    (jit_ofs[j][0] * 2.0f) / sizex,
				                    (jit_ofs[j][1] * 2.0f) / sizey);

				ED_view3d_draw_offscreen(
				        scene, v3d, ar, sizex, sizey, NULL, winmat_jitter,
				        draw_bgpic, draw_sky, is_persp,
				        oglrender->ofs, oglrender->fx, &fx_settings, viewname);
				GPU_offscreen_read_pixels(oglrender->ofs, GL_UNSIGNED_BYTE, rect);

				for (i = 0; i < sizex * sizey * 4; i++)
					accum_buffer[i] += rect[i];
			}

			for (i = 0; i < sizex * sizey * 4; i++)
				rect[i] = accum_buffer[i] / scene->r.osa;

			MEM_freeN(accum_buffer);
		}

		GPU_offscreen_unbind(oglrender->ofs, true); /* unbind */
	}
	else {
		/* shouldnt suddenly give errors mid-render but possible */
		char err_out[256] = "unknown";
		ImBuf *ibuf_view = ED_view3d_draw_offscreen_imbuf_simple(scene, scene->camera, oglrender->sizex, oglrender->sizey,
		                                                         IB_rect, OB_SOLID, false, true, true,
		                                                         (draw_sky) ? R_ADDSKY : R_ALPHAPREMUL, viewname, err_out);
		camera = scene->camera;

		if (ibuf_view) {
			/* steal rect reference from ibuf */
			rect = (unsigned char *)ibuf_view->rect;
			ibuf_view->mall &= ~IB_rect;

			IMB_freeImBuf(ibuf_view);
		}
		else {
			fprintf(stderr, "%s: failed to get buffer, %s\n", __func__, err_out);
		}
	}

	/* note on color management:
	 *
	 * OpenGL renders into sRGB colors, but render buffers are expected to be
	 * linear So we convert to linear here, so the conversion back to bytes can make it
	 * sRGB (or other display space) again, and so that e.g. openexr saving also saves the
	 * correct linear float buffer.
	 */

	if (rect) {
		int profile_to;
		float *rectf = RE_RenderViewGetRectf(rr, oglrender->view_id);
		
		if (BKE_scene_check_color_management_enabled(scene))
			profile_to = IB_PROFILE_LINEAR_RGB;
		else
			profile_to = IB_PROFILE_SRGB;

		/* sequencer has got trickier conversion happened above
		 * also assume opengl's space matches byte buffer color space */
		IMB_buffer_float_from_byte(rectf, rect,
		                           profile_to, IB_PROFILE_SRGB, true,
		                           oglrender->sizex, oglrender->sizey, oglrender->sizex, oglrender->sizex);

		/* rr->rectf is now filled with image data */

		if ((scene->r.stamp & R_STAMP_ALL) && (scene->r.stamp & R_STAMP_DRAW))
			BKE_image_stamp_buf(scene, camera, rect, rectf, rr->rectx, rr->recty, 4);

		MEM_freeN(rect);
	}
}
Example #4
0
static void screen_opengl_render_apply(OGLRender *oglrender)
{
	Scene *scene = oglrender->scene;
	ARegion *ar = oglrender->ar;
	View3D *v3d = oglrender->v3d;
	RegionView3D *rv3d = oglrender->rv3d;
	RenderResult *rr;
	Object *camera = NULL;
	ImBuf *ibuf;
	void *lock;
	float winmat[4][4];
	int sizex = oglrender->sizex;
	int sizey = oglrender->sizey;
	const short view_context = (v3d != NULL);
	bool draw_bgpic = true;
	bool draw_sky = (scene->r.alphamode == R_ADDSKY);
	unsigned char *rect = NULL;

	rr = RE_AcquireResultRead(oglrender->re);

	if (oglrender->is_sequencer) {
		SeqRenderData context;
		int chanshown = oglrender->sseq ? oglrender->sseq->chanshown : 0;

		context = BKE_sequencer_new_render_data(oglrender->bmain, scene, oglrender->sizex, oglrender->sizey, 100.0f);

		ibuf = BKE_sequencer_give_ibuf(context, CFRA, chanshown);

		if (ibuf) {
			ImBuf *linear_ibuf;

			BLI_assert((oglrender->sizex == ibuf->x) && (oglrender->sizey == ibuf->y));

			linear_ibuf = IMB_dupImBuf(ibuf);
			IMB_freeImBuf(ibuf);

			if (linear_ibuf->rect_float == NULL) {
				/* internally sequencer working in display space and stores both bytes and float buffers in that space.
				 * It is possible that byte->float onversion didn't happen in sequencer (e.g. when adding image sequence/movie
				 * into sequencer) there'll be only byte buffer. Create float buffer from existing byte buffer, making it linear
				 */

				IMB_float_from_rect(linear_ibuf);
			}
			else {
				/* ensure float buffer is in linear space, not in display space */
				BKE_sequencer_imbuf_from_sequencer_space(scene, linear_ibuf);
			}

			memcpy(rr->rectf, linear_ibuf->rect_float, sizeof(float) * 4 * oglrender->sizex * oglrender->sizey);

			IMB_freeImBuf(linear_ibuf);
		}
	}
	else if (view_context) {
		ED_view3d_draw_offscreen_init(scene, v3d);

		GPU_offscreen_bind(oglrender->ofs); /* bind */

		/* render 3d view */
		if (rv3d->persp == RV3D_CAMOB && v3d->camera) {
			/*int is_ortho = scene->r.mode & R_ORTHO;*/
			camera = v3d->camera;
			RE_GetCameraWindow(oglrender->re, camera, scene->r.cfra, winmat);
			
		}
		else {
			rctf viewplane;
			float clipsta, clipend;

			int is_ortho = ED_view3d_viewplane_get(v3d, rv3d, sizex, sizey, &viewplane, &clipsta, &clipend, NULL);
			if (is_ortho) orthographic_m4(winmat, viewplane.xmin, viewplane.xmax, viewplane.ymin, viewplane.ymax, -clipend, clipend);
			else perspective_m4(winmat, viewplane.xmin, viewplane.xmax, viewplane.ymin, viewplane.ymax, clipsta, clipend);
		}

		rect = MEM_mallocN(sizex * sizey * sizeof(unsigned char) * 4, "offscreen rect");

		if ((scene->r.mode & R_OSA) == 0) {
			ED_view3d_draw_offscreen(scene, v3d, ar, sizex, sizey, NULL, winmat, draw_bgpic, draw_sky);
			GPU_offscreen_read_pixels(oglrender->ofs, GL_UNSIGNED_BYTE, rect);
		}
		else {
			/* simple accumulation, less hassle then FSAA FBO's */
			static float jit_ofs[32][2];
			float winmat_jitter[4][4];
			int *accum_buffer = MEM_mallocN(sizex * sizey * sizeof(int) * 4, "accum1");
			int i, j;

			BLI_jitter_init(jit_ofs[0], scene->r.osa);

			/* first sample buffer, also initializes 'rv3d->persmat' */
			ED_view3d_draw_offscreen(scene, v3d, ar, sizex, sizey, NULL, winmat, draw_bgpic, draw_sky);
			GPU_offscreen_read_pixels(oglrender->ofs, GL_UNSIGNED_BYTE, rect);

			for (i = 0; i < sizex * sizey * 4; i++)
				accum_buffer[i] = rect[i];

			/* skip the first sample */
			for (j = 1; j < scene->r.osa; j++) {
				copy_m4_m4(winmat_jitter, winmat);
				window_translate_m4(winmat_jitter, rv3d->persmat,
				                    (jit_ofs[j][0] * 2.0f) / sizex,
				                    (jit_ofs[j][1] * 2.0f) / sizey);

				ED_view3d_draw_offscreen(scene, v3d, ar, sizex, sizey, NULL, winmat_jitter, draw_bgpic, draw_sky);
				GPU_offscreen_read_pixels(oglrender->ofs, GL_UNSIGNED_BYTE, rect);

				for (i = 0; i < sizex * sizey * 4; i++)
					accum_buffer[i] += rect[i];
			}

			for (i = 0; i < sizex * sizey * 4; i++)
				rect[i] = accum_buffer[i] / scene->r.osa;

			MEM_freeN(accum_buffer);
		}

		GPU_offscreen_unbind(oglrender->ofs); /* unbind */
	}
	else {
		/* shouldnt suddenly give errors mid-render but possible */
		char err_out[256] = "unknown";
		ImBuf *ibuf_view = ED_view3d_draw_offscreen_imbuf_simple(scene, scene->camera, oglrender->sizex, oglrender->sizey,
		                                                         IB_rect, OB_SOLID, FALSE, TRUE,
		                                                         (draw_sky) ? R_ADDSKY: R_ALPHAPREMUL, err_out);
		camera = scene->camera;

		if (ibuf_view) {
			/* steal rect reference from ibuf */
			rect = (unsigned char *)ibuf_view->rect;
			ibuf_view->mall &= ~IB_rect;

			IMB_freeImBuf(ibuf_view);
		}
		else {
			fprintf(stderr, "%s: failed to get buffer, %s\n", __func__, err_out);
		}
	}

	/* note on color management:
	 *
	 * OpenGL renders into sRGB colors, but render buffers are expected to be
	 * linear So we convert to linear here, so the conversion back to bytes can make it
	 * sRGB (or other display space) again, and so that e.g. openexr saving also saves the
	 * correct linear float buffer.
	 */

	if (rect) {
		int profile_to;
		
		if (BKE_scene_check_color_management_enabled(scene))
			profile_to = IB_PROFILE_LINEAR_RGB;
		else
			profile_to = IB_PROFILE_SRGB;

		/* sequencer has got trickier conversion happened above
		 * also assume opengl's space matches byte buffer color space */
		IMB_buffer_float_from_byte(rr->rectf, rect,
		                           profile_to, IB_PROFILE_SRGB, true,
		                           oglrender->sizex, oglrender->sizey, oglrender->sizex, oglrender->sizex);
	}

	/* rr->rectf is now filled with image data */

	if ((scene->r.stamp & R_STAMP_ALL) && (scene->r.stamp & R_STAMP_DRAW))
		BKE_stamp_buf(scene, camera, rect, rr->rectf, rr->rectx, rr->recty, 4);

	RE_ReleaseResult(oglrender->re);

	/* update byte from float buffer */
	ibuf = BKE_image_acquire_ibuf(oglrender->ima, &oglrender->iuser, &lock);

	if (ibuf) {
		/* update display buffer */
		if (ibuf->rect == NULL)
			imb_addrectImBuf(ibuf);

		IMB_partial_display_buffer_update(ibuf, rr->rectf, rect, rr->rectx, 0, 0,
		                                  &scene->view_settings, &scene->display_settings,
		                                  0, 0, rr->rectx, rr->recty, true);

		/* write file for animation */
		if (oglrender->write_still) {
			char name[FILE_MAX];
			int ok;

			if (scene->r.im_format.planes == R_IMF_CHAN_DEPTH_8) {
				IMB_color_to_bw(ibuf);
			}

			BKE_makepicstring(name, scene->r.pic, oglrender->bmain->name, scene->r.cfra, &scene->r.im_format, scene->r.scemode & R_EXTENSION, FALSE);
			ok = BKE_imbuf_write_as(ibuf, name, &scene->r.im_format, TRUE); /* no need to stamp here */
			if (ok) printf("OpenGL Render written to '%s'\n", name);
			else printf("OpenGL Render failed to write '%s'\n", name);
		}
	}
	
	BKE_image_release_ibuf(oglrender->ima, ibuf, lock);

	if (rect)
		MEM_freeN(rect);
}
Example #5
0
static void screen_opengl_render_doit(OGLRender *oglrender, RenderResult *rr)
{
	Scene *scene = oglrender->scene;
	ARegion *ar = oglrender->ar;
	View3D *v3d = oglrender->v3d;
	RegionView3D *rv3d = oglrender->rv3d;
	Object *camera = NULL;
	ImBuf *ibuf;
	int sizex = oglrender->sizex;
	int sizey = oglrender->sizey;
	const short view_context = (v3d != NULL);
	bool draw_bgpic = true;
	bool draw_sky = (scene->r.alphamode == R_ADDSKY);
	unsigned char *rect = NULL;
	const char *viewname = RE_GetActiveRenderView(oglrender->re);

	if (oglrender->is_sequencer) {
		SeqRenderData context;
		SpaceSeq *sseq = oglrender->sseq;
		int chanshown = sseq ? sseq->chanshown : 0;
		struct bGPdata *gpd = (sseq && (sseq->flag & SEQ_SHOW_GPENCIL)) ? sseq->gpd : NULL;

		BKE_sequencer_new_render_data(
		        oglrender->bmain->eval_ctx, oglrender->bmain, scene,
		        oglrender->sizex, oglrender->sizey, 100.0f,
		        &context);

		context.view_id = BKE_scene_multiview_view_id_get(&scene->r, viewname);
		context.gpu_offscreen = oglrender->ofs;
		context.gpu_fx = oglrender->fx;
		context.gpu_full_samples = oglrender->ofs_full_samples;

		ibuf = BKE_sequencer_give_ibuf(&context, CFRA, chanshown);

		if (ibuf) {
			ImBuf *out = IMB_dupImBuf(ibuf);
			IMB_freeImBuf(ibuf);
			/* OpenGL render is considered to be preview and should be
			 * as fast as possible. So currently we're making sure sequencer
			 * result is always byte to simplify color management pipeline.
			 *
			 * TODO(sergey): In the case of output to float container (EXR)
			 * it actually makes sense to keep float buffer instead.
			 */
			if (out->rect_float != NULL) {
				IMB_rect_from_float(out);
				imb_freerectfloatImBuf(out);
			}
			BLI_assert((oglrender->sizex == ibuf->x) && (oglrender->sizey == ibuf->y));
			RE_render_result_rect_from_ibuf(rr, &scene->r, out, oglrender->view_id);
			IMB_freeImBuf(out);
		}

		if (gpd) {
			int i;
			unsigned char *gp_rect;
			unsigned char *render_rect = (unsigned char *)RE_RenderViewGetById(rr, oglrender->view_id)->rect32;

			GPU_offscreen_bind(oglrender->ofs, true);

			glClearColor(0.0f, 0.0f, 0.0f, 0.0f);
			glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);

			wmOrtho2(0, sizex, 0, sizey);
			glTranslatef(sizex / 2, sizey / 2, 0.0f);

			G.f |= G_RENDER_OGL;
			ED_gpencil_draw_ex(scene, gpd, sizex, sizey, scene->r.cfra, SPACE_SEQ);
			G.f &= ~G_RENDER_OGL;

			gp_rect = MEM_mallocN(sizex * sizey * sizeof(unsigned char) * 4, "offscreen rect");
			GPU_offscreen_read_pixels(oglrender->ofs, GL_UNSIGNED_BYTE, gp_rect);

			for (i = 0; i < sizex * sizey * 4; i += 4) {
				blend_color_mix_byte(&render_rect[i], &render_rect[i], &gp_rect[i]);
			}
			GPU_offscreen_unbind(oglrender->ofs, true);

			MEM_freeN(gp_rect);
		}
	}
	else {
		/* shouldnt suddenly give errors mid-render but possible */
		char err_out[256] = "unknown";
		ImBuf *ibuf_view;
		const int alpha_mode = (draw_sky) ? R_ADDSKY : R_ALPHAPREMUL;

		if (view_context) {
			ibuf_view = ED_view3d_draw_offscreen_imbuf(
			       scene, v3d, ar, sizex, sizey,
			       IB_rect, draw_bgpic,
			       alpha_mode, oglrender->ofs_samples, oglrender->ofs_full_samples, viewname,
			       oglrender->fx, oglrender->ofs, err_out);

			/* for stamp only */
			if (rv3d->persp == RV3D_CAMOB && v3d->camera) {
				camera = BKE_camera_multiview_render(oglrender->scene, v3d->camera, viewname);
			}
		}
		else {
			ibuf_view = ED_view3d_draw_offscreen_imbuf_simple(
			        scene, scene->camera, oglrender->sizex, oglrender->sizey,
			        IB_rect, OB_SOLID, false, true, true,
			        alpha_mode, oglrender->ofs_samples, oglrender->ofs_full_samples, viewname,
			        oglrender->fx, oglrender->ofs, err_out);
			camera = scene->camera;
		}

		if (ibuf_view) {
			/* steal rect reference from ibuf */
			rect = (unsigned char *)ibuf_view->rect;
			ibuf_view->mall &= ~IB_rect;

			IMB_freeImBuf(ibuf_view);
		}
		else {
			fprintf(stderr, "%s: failed to get buffer, %s\n", __func__, err_out);
		}
	}

	/* note on color management:
	 *
	 * OpenGL renders into sRGB colors, but render buffers are expected to be
	 * linear So we convert to linear here, so the conversion back to bytes can make it
	 * sRGB (or other display space) again, and so that e.g. openexr saving also saves the
	 * correct linear float buffer.
	 */

	if (rect) {
		int profile_to;
		float *rectf = RE_RenderViewGetById(rr, oglrender->view_id)->rectf;

		if (BKE_scene_check_color_management_enabled(scene))
			profile_to = IB_PROFILE_LINEAR_RGB;
		else
			profile_to = IB_PROFILE_SRGB;

		/* sequencer has got trickier conversion happened above
		 * also assume opengl's space matches byte buffer color space */
		IMB_buffer_float_from_byte(rectf, rect,
		                           profile_to, IB_PROFILE_SRGB, true,
		                           oglrender->sizex, oglrender->sizey, oglrender->sizex, oglrender->sizex);

		/* rr->rectf is now filled with image data */

		if ((scene->r.stamp & R_STAMP_ALL) && (scene->r.stamp & R_STAMP_DRAW))
			BKE_image_stamp_buf(scene, camera, NULL, rect, rectf, rr->rectx, rr->recty, 4);

		MEM_freeN(rect);
	}
}