Fix #36980: Color space issue when displaying pixel color in a render

HSV values were calculated from a linear space color, which is
not so much useful and correct. Now RGB(A) buffers will use
color managed color for HSV values.

Still not sure which color to use for HSV when there's only one
channel in a buffer. This part left unchanged for now.
This commit is contained in:
Sergey Sharybin
2013-10-07 08:06:19 +00:00
parent ca152da258
commit 51a7089bea

View File

@@ -358,14 +358,8 @@ void ED_image_draw_info(Scene *scene, ARegion *ar, int color_manage, int use_def
dx += BLF_width(blf_mono_font, str);
}
else if (channels >= 3) {
if (fp) {
rgb_to_hsv(fp[0], fp[1], fp[2], &hue, &sat, &val);
rgb_to_yuv(fp[0], fp[1], fp[2], &lum, &u, &v);
}
else if (cp) {
rgb_to_hsv((float)cp[0] / 255.0f, (float)cp[1] / 255.0f, (float)cp[2] / 255.0f, &hue, &sat, &val);
rgb_to_yuv((float)cp[0] / 255.0f, (float)cp[1] / 255.0f, (float)cp[2] / 255.0f, &lum, &u, &v);
}
rgb_to_hsv(finalcol[0], finalcol[1], finalcol[2], &hue, &sat, &val);
rgb_to_yuv(finalcol[0], finalcol[1], finalcol[2], &lum, &u, &v);
BLI_snprintf(str, sizeof(str), "H:%-.4f", hue);
BLF_position(blf_mono_font, dx, 0.3f * UI_UNIT_X, 0);