This switches the internal color representation of the eye dropper from display space to linear. Any time a linear color is requested and the color is picked from a linear object, the result is now precise to the bit as the color gets patched through directly. Color space conversion now only happens when a color is picked from non-linear display space objects or when the color is requested to be returned in non-linear space.
In addition, this patch changes the DifferenceMatte node to interpret a tolerance of 0.0 to accept colors that are identical bit by bit, as apposed to simply refusing all colors.
difference = difference / 3.0f;
/* make 100% transparent */
- if (difference < tolerance) {
+ if (difference <= tolerance) {
output[0] = 0.0f;
}
/*in the falloff region, make partially transparent */
- else if (difference < falloff + tolerance) {
+ else if (difference <= falloff + tolerance) {
difference = difference - tolerance;
alpha = difference / falloff;
/*only change if more transparent than before */
struct ImBuf *ED_space_clip_get_buffer(struct SpaceClip *sc);
struct ImBuf *ED_space_clip_get_stable_buffer(struct SpaceClip *sc, float loc[2], float *scale, float *angle);
-bool ED_space_clip_color_sample(struct Scene *scene, struct SpaceClip *sc, struct ARegion *ar, int mval[2], float r_col[3]);
+bool ED_space_clip_color_sample(struct SpaceClip *sc, struct ARegion *ar, int mval[2], float r_col[3]);
void ED_clip_update_frame(const struct Main *mainp, int cfra);
bool ED_clip_view_selection(const struct bContext *C, struct ARegion *ar, bool fit);
struct Mask *ED_space_image_get_mask(struct SpaceImage *sima);
void ED_space_image_set_mask(struct bContext *C, struct SpaceImage *sima, struct Mask *mask);
-bool ED_space_image_color_sample(struct Scene *scene, struct SpaceImage *sima, struct ARegion *ar, int mval[2], float r_col[3]);
+bool ED_space_image_color_sample(struct SpaceImage *sima, struct ARegion *ar, int mval[2], float r_col[3]);
struct ImBuf *ED_space_image_acquire_buffer(struct SpaceImage *sima, void **r_lock);
void ED_space_image_release_buffer(struct SpaceImage *sima, struct ImBuf *ibuf, void *lock);
bool ED_space_image_has_buffer(struct SpaceImage *sima);
void ED_operatormacros_node(void);
/* node_view.c */
-bool ED_space_node_color_sample(struct Scene *scene, struct SpaceNode *snode, struct ARegion *ar, int mval[2], float r_col[3]);
+bool ED_space_node_color_sample(struct SpaceNode *snode, struct ARegion *ar, int mval[2], float r_col[3]);
#endif /* __ED_NODE_H__ */
return false;
}
- if (RNA_property_subtype(eye->prop) == PROP_COLOR) {
+ if (RNA_property_subtype(eye->prop) != PROP_COLOR) {
const char *display_device;
float col[4];
/* store inital color */
RNA_property_float_get_array(&eye->ptr, eye->prop, col);
if (eye->display) {
- IMB_colormanagement_scene_linear_to_display_v3(col, eye->display);
+ IMB_colormanagement_display_to_scene_linear_v3(col, eye->display);
}
copy_v3_v3(eye->init_col, col);
}
/* we could use some clever */
wmWindow *win = CTX_wm_window(C);
ScrArea *sa = BKE_screen_find_area_xy(win->screen, SPACE_TYPE_ANY, mx, my);
+ const char *display_device = CTX_data_scene(C)->display_settings.display_device;
+ struct ColorManagedDisplay *display = IMB_colormanagement_display_get_named(display_device);
if (sa) {
if (sa->spacetype == SPACE_IMAGE) {
int mval[2] = {mx - ar->winrct.xmin,
my - ar->winrct.ymin};
- if (ED_space_image_color_sample(CTX_data_scene(C), sima, ar, mval, r_col)) {
+ if (ED_space_image_color_sample(sima, ar, mval, r_col)) {
return;
}
}
int mval[2] = {mx - ar->winrct.xmin,
my - ar->winrct.ymin};
- if (ED_space_node_color_sample(CTX_data_scene(C), snode, ar, mval, r_col)) {
+ if (ED_space_node_color_sample(snode, ar, mval, r_col)) {
return;
}
}
int mval[2] = {mx - ar->winrct.xmin,
my - ar->winrct.ymin};
- if (ED_space_clip_color_sample(CTX_data_scene(C), sc, ar, mval, r_col)) {
+ if (ED_space_clip_color_sample(sc, ar, mval, r_col)) {
return;
}
}
glReadBuffer(GL_FRONT);
glReadPixels(mx, my, 1, 1, GL_RGB, GL_FLOAT, r_col);
glReadBuffer(GL_BACK);
+
+ IMB_colormanagement_display_to_scene_linear_v3(r_col, display);
}
/* sets the sample color RGB, maintaining A */
/* to maintain alpha */
RNA_property_float_get_array(&eye->ptr, eye->prop, col_conv);
- /* convert from display space to linear rgb space */
+ /* convert from linear rgb space to display space */
if (eye->display) {
copy_v3_v3(col_conv, col);
- IMB_colormanagement_display_to_scene_linear_v3(col_conv, eye->display);
+ IMB_colormanagement_scene_linear_to_display_v3(col_conv, eye->display);
}
else {
copy_v3_v3(col_conv, col);
return NULL;
}
-/* Returns color in the display space, matching ED_space_image_color_sample(). */
-bool ED_space_clip_color_sample(Scene *scene, SpaceClip *sc, ARegion *ar, int mval[2], float r_col[3])
+/* Returns color in linear space, matching ED_space_image_color_sample(). */
+bool ED_space_clip_color_sample(SpaceClip *sc, ARegion *ar, int mval[2], float r_col[3])
{
- const char *display_device = scene->display_settings.display_device;
- struct ColorManagedDisplay *display = IMB_colormanagement_display_get_named(display_device);
ImBuf *ibuf;
float fx, fy, co[2];
bool ret = false;
ret = true;
}
}
-
- if (ret) {
- IMB_colormanagement_scene_linear_to_display_v3(r_col, display);
- }
-
+
IMB_freeImBuf(ibuf);
return ret;
}
}
-/* Returns color in the display space, matching ED_space_node_color_sample(). */
-bool ED_space_image_color_sample(Scene *scene, SpaceImage *sima, ARegion *ar, int mval[2], float r_col[3])
+/* Returns color in linear space, matching ED_space_node_color_sample(). */
+bool ED_space_image_color_sample(SpaceImage *sima, ARegion *ar, int mval[2], float r_col[3])
{
- const char *display_device = scene->display_settings.display_device;
- struct ColorManagedDisplay *display = IMB_colormanagement_display_get_named(display_device);
void *lock;
ImBuf *ibuf = ED_space_image_acquire_buffer(sima, &lock);
float fx, fy;
}
}
- if (ret) {
- IMB_colormanagement_scene_linear_to_display_v3(r_col, display);
- }
-
ED_space_image_release_buffer(sima, ibuf, lock);
return ret;
}
}
}
-/* Returns color in the display space, matching ED_space_image_color_sample().
+/* Returns color in linear space, matching ED_space_image_color_sample().
* And here we've got recursion in the comments tips...
*/
-bool ED_space_node_color_sample(Scene *scene, SpaceNode *snode, ARegion *ar, int mval[2], float r_col[3])
+bool ED_space_node_color_sample(SpaceNode *snode, ARegion *ar, int mval[2], float r_col[3])
{
- const char *display_device = scene->display_settings.display_device;
- struct ColorManagedDisplay *display = IMB_colormanagement_display_get_named(display_device);
void *lock;
Image *ima;
ImBuf *ibuf;
}
}
- if (ret) {
- IMB_colormanagement_scene_linear_to_display_v3(r_col, display);
- }
-
BKE_image_release_ibuf(ima, ibuf, lock);
return ret;