Пример #1
0
/* byte to float pixels, input and output 4-channel RGBA  */
void IMB_buffer_float_from_byte(float *rect_to,
                                const uchar *rect_from,
                                int profile_to,
                                int profile_from,
                                bool predivide,
                                int width,
                                int height,
                                int stride_to,
                                int stride_from)
{
  float tmp[4];
  int x, y;

  /* we need valid profiles */
  BLI_assert(profile_to != IB_PROFILE_NONE);
  BLI_assert(profile_from != IB_PROFILE_NONE);

  /* RGBA input */
  for (y = 0; y < height; y++) {
    const uchar *from = rect_from + stride_from * y * 4;
    float *to = rect_to + ((size_t)stride_to) * y * 4;

    if (profile_to == profile_from) {
      /* no color space conversion */
      for (x = 0; x < width; x++, from += 4, to += 4) {
        rgba_uchar_to_float(to, from);
      }
    }
    else if (profile_to == IB_PROFILE_LINEAR_RGB) {
      /* convert sRGB to linear */
      if (predivide) {
        for (x = 0; x < width; x++, from += 4, to += 4) {
          srgb_to_linearrgb_uchar4_predivide(to, from);
        }
      }
      else {
        for (x = 0; x < width; x++, from += 4, to += 4) {
          srgb_to_linearrgb_uchar4(to, from);
        }
      }
    }
    else if (profile_to == IB_PROFILE_SRGB) {
      /* convert linear to sRGB */
      if (predivide) {
        for (x = 0; x < width; x++, from += 4, to += 4) {
          rgba_uchar_to_float(tmp, from);
          linearrgb_to_srgb_predivide_v4(to, tmp);
        }
      }
      else {
        for (x = 0; x < width; x++, from += 4, to += 4) {
          rgba_uchar_to_float(tmp, from);
          linearrgb_to_srgb_v4(to, tmp);
        }
      }
    }
  }
}
Пример #2
0
/* byte to byte pixels, input and output 4-channel RGBA */
void IMB_buffer_byte_from_byte(uchar *rect_to, const uchar *rect_from,
                               int profile_to, int profile_from, bool predivide,
                               int width, int height, int stride_to, int stride_from)
{
	float tmp[4];
	int x, y;

	/* we need valid profiles */
	BLI_assert(profile_to != IB_PROFILE_NONE);
	BLI_assert(profile_from != IB_PROFILE_NONE);

	/* always RGBA input */
	for (y = 0; y < height; y++) {
		const uchar *from = rect_from + stride_from * y * 4;
		uchar *to = rect_to + stride_to * y * 4;

		if (profile_to == profile_from) {
			/* same profile, copy */
			memcpy(to, from, sizeof(uchar) * 4 * width);
		}
		else if (profile_to == IB_PROFILE_LINEAR_RGB) {
			/* convert to sRGB to linear */
			if (predivide) {
				for (x = 0; x < width; x++, from += 4, to += 4) {
					rgba_uchar_to_float(tmp, from);
					srgb_to_linearrgb_predivide_v4(tmp, tmp);
					rgba_float_to_uchar(to, tmp);
				}
			}
			else {
				for (x = 0; x < width; x++, from += 4, to += 4) {
					rgba_uchar_to_float(tmp, from);
					srgb_to_linearrgb_v4(tmp, tmp);
					rgba_float_to_uchar(to, tmp);
				}
			}
		}
		else if (profile_to == IB_PROFILE_SRGB) {
			/* convert from linear to sRGB */
			if (predivide) {
				for (x = 0; x < width; x++, from += 4, to += 4) {
					rgba_uchar_to_float(tmp, from);
					linearrgb_to_srgb_predivide_v4(tmp, tmp);
					rgba_float_to_uchar(to, tmp);
				}
			}
			else {
				for (x = 0; x < width; x++, from += 4, to += 4) {
					rgba_uchar_to_float(tmp, from);
					linearrgb_to_srgb_v4(tmp, tmp);
					rgba_float_to_uchar(to, tmp);
				}
			}
		}
	}
}
Пример #3
0
static void sampleImageAtLocation(ImBuf *ibuf, float x, float y, PixelSampler sampler, bool make_linear_rgb, float color[4])
{
	if (ibuf->rect_float) {
		switch (sampler) {
			case COM_PS_NEAREST:
				nearest_interpolation_color(ibuf, NULL, color, x, y);
				break;
			case COM_PS_BILINEAR:
				bilinear_interpolation_color(ibuf, NULL, color, x, y);
				break;
			case COM_PS_BICUBIC:
				bicubic_interpolation_color(ibuf, NULL, color, x, y);
				break;
		}
	}
	else {
		unsigned char byte_color[4];
		switch (sampler) {
			case COM_PS_NEAREST:
				nearest_interpolation_color(ibuf, byte_color, NULL, x, y);
				break;
			case COM_PS_BILINEAR:
				bilinear_interpolation_color(ibuf, byte_color, NULL, x, y);
				break;
			case COM_PS_BICUBIC:
				bicubic_interpolation_color(ibuf, byte_color, NULL, x, y);
				break;
		}
		rgba_uchar_to_float(color, byte_color);
		if (make_linear_rgb) {
			IMB_colormanagement_colorspace_to_scene_linear_v4(color, false, ibuf->rect_colorspace);
		}
	}
}
Пример #4
0
static void mloopcol_to_float(const MLoopCol *mloopcol, float r_col[3])
{
	rgba_uchar_to_float(r_col, (const unsigned char *)&mloopcol->r);
}
Пример #5
0
static ImBuf *accessor_get_ibuf(TrackingImageAccessor *accessor,
                                int clip_index,
                                int frame,
                                libmv_InputMode input_mode,
                                int downscale,
                                const libmv_Region *region,
                                const libmv_FrameTransform *transform)
{
	ImBuf *ibuf, *orig_ibuf, *final_ibuf;
	int64_t transform_key = 0;

	if (transform != NULL) {
		transform_key = libmv_frameAccessorgetTransformKey(transform);
	}

	/* First try to get fully processed image from the cache. */
	ibuf = accesscache_get(accessor,
	                       clip_index,
	                       frame,
	                       input_mode,
	                       downscale,
	                       transform_key);
	if (ibuf != NULL) {
		return ibuf;
	}

	/* And now we do postprocessing of the original frame. */
	orig_ibuf = accessor_get_preprocessed_ibuf(accessor, clip_index, frame);

	if (orig_ibuf == NULL) {
		return NULL;
	}

	if (region != NULL) {
		int width = region->max[0] - region->min[0],
		    height = region->max[1] - region->min[1];

		/* If the requested region goes outside of the actual frame we still
		 * return the requested region size, but only fill it's partially with
		 * the data we can.
		 */
		int clamped_origin_x = max_ii((int)region->min[0], 0),
		    clamped_origin_y = max_ii((int)region->min[1], 0);
		int dst_offset_x = clamped_origin_x - (int)region->min[0],
		    dst_offset_y = clamped_origin_y - (int)region->min[1];
		int clamped_width = width - dst_offset_x,
		    clamped_height = height - dst_offset_y;
		clamped_width = min_ii(clamped_width, orig_ibuf->x - clamped_origin_x);
		clamped_height = min_ii(clamped_height, orig_ibuf->y - clamped_origin_y);

		final_ibuf = IMB_allocImBuf(width, height, 32, IB_rectfloat);

		if (orig_ibuf->rect_float != NULL) {
			IMB_rectcpy(final_ibuf, orig_ibuf,
			            dst_offset_x, dst_offset_y,
			            clamped_origin_x, clamped_origin_y,
			            clamped_width, clamped_height);
		}
		else {
			int y;
			/* TODO(sergey): We don't do any color space or alpha conversion
			 * here. Probably Libmv is better to work in the linear space,
			 * but keep sRGB space here for compatibility for now.
			 */
			for (y = 0; y < clamped_height; ++y) {
				int x;
				for (x = 0; x < clamped_width; ++x) {
					int src_x = x + clamped_origin_x,
					    src_y = y + clamped_origin_y;
					int dst_x = x + dst_offset_x,
					    dst_y = y + dst_offset_y;
					int dst_index = (dst_y * width + dst_x) * 4,
					    src_index = (src_y * orig_ibuf->x + src_x) * 4;
					rgba_uchar_to_float(final_ibuf->rect_float + dst_index,
					                    (unsigned char *)orig_ibuf->rect +
					                                     src_index);
				}
			}
		}
	}
	else {
		/* Libmv only works with float images,
		 *
		 * This would likely make it so loads of float buffers are being stored
		 * in the cache which is nice on the one hand (faster re-use of the
		 * frames) but on the other hand it bumps the memory usage up.
		 */
		BLI_lock_thread(LOCK_MOVIECLIP);
		IMB_float_from_rect(orig_ibuf);
		BLI_unlock_thread(LOCK_MOVIECLIP);
		final_ibuf = orig_ibuf;
	}

	if (downscale > 0) {
		if (final_ibuf == orig_ibuf) {
			final_ibuf = IMB_dupImBuf(orig_ibuf);
		}
		IMB_scaleImBuf(final_ibuf,
		               ibuf->x / (1 << downscale),
		               ibuf->y / (1 << downscale));
	}

	if (transform != NULL) {
		libmv_FloatImage input_image, output_image;
		ibuf_to_float_image(final_ibuf, &input_image);
		libmv_frameAccessorgetTransformRun(transform,
		                                   &input_image,
		                                   &output_image);
		if (final_ibuf != orig_ibuf) {
			IMB_freeImBuf(final_ibuf);
		}
		final_ibuf = float_image_to_ibuf(&output_image);
		libmv_floatImageDestroy(&output_image);
	}

	if (input_mode == LIBMV_IMAGE_MODE_RGBA) {
		BLI_assert(ibuf->channels == 3 || ibuf->channels == 4);
		/* pass */
	}
	else /* if (input_mode == LIBMV_IMAGE_MODE_MONO) */ {
		if (final_ibuf->channels != 1) {
			ImBuf *grayscale_ibuf = make_grayscale_ibuf_copy(final_ibuf);
			if (final_ibuf != orig_ibuf) {
				/* We dereference original frame later. */
				IMB_freeImBuf(final_ibuf);
			}
			final_ibuf = grayscale_ibuf;
		}
	}

	/* it's possible processing still didn't happen at this point,
	 * but we really need a copy of the buffer to be transformed
	 * and to be put to the cache.
	 */
	if (final_ibuf == orig_ibuf) {
		final_ibuf = IMB_dupImBuf(orig_ibuf);
	}

	IMB_freeImBuf(orig_ibuf);

	/* We put postprocessed frame to the cache always for now,
	 * not the smartest thing in the world, but who cares at this point.
	 */

	/* TODO(sergey): Disable cache for now, because we don't store region
	 * in the cache key and can't check whether cached version is usable for
	 * us or not.
	 *
	 * Need to think better about what to cache and when.
	 */
	if (false) {
		accesscache_put(accessor,
		                clip_index,
		                frame,
		                input_mode,
		                downscale,
		                transform_key,
		                final_ibuf);
	}

	return final_ibuf;
}
Пример #6
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);
	}
}
Пример #7
0
/* used by node view too */
void ED_image_draw_info(Scene *scene, ARegion *ar, int color_manage, int use_default_view, int channels, int x, int y,
                        const unsigned char cp[4], const float fp[4], int *zp, float *zpf)
{
	char str[256];
	float dx = 6;
	/* text colors */
	/* XXX colored text not allowed in Blender UI */
	#if 0
	unsigned char red[3] = {255, 50, 50};
	unsigned char green[3] = {0, 255, 0};
	unsigned char blue[3] = {100, 100, 255};
	#else
	unsigned char red[3] = {255, 255, 255};
	unsigned char green[3] = {255, 255, 255};
	unsigned char blue[3] = {255, 255, 255};
	#endif
	float hue = 0, sat = 0, val = 0, lum = 0, u = 0, v = 0;
	float col[4], finalcol[4];

	glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
	glEnable(GL_BLEND);

	/* noisy, high contrast make impossible to read if lower alpha is used. */
	glColor4ub(0, 0, 0, 190);
	glRecti(0.0, 0.0, BLI_rcti_size_x(&ar->winrct) + 1, 20);
	glDisable(GL_BLEND);

	BLF_size(blf_mono_font, 11, 72);

	glColor3ub(255, 255, 255);
	BLI_snprintf(str, sizeof(str), "X:%-4d  Y:%-4d |", x, y);
	// UI_DrawString(6, 6, str); // works ok but fixed width is nicer.
	BLF_position(blf_mono_font, dx, 6, 0);
	BLF_draw_ascii(blf_mono_font, str, sizeof(str));
	dx += BLF_width(blf_mono_font, str);

	if (zp) {
		glColor3ub(255, 255, 255);
		BLI_snprintf(str, sizeof(str), " Z:%-.4f |", 0.5f + 0.5f * (((float)*zp) / (float)0x7fffffff));
		BLF_position(blf_mono_font, dx, 6, 0);
		BLF_draw_ascii(blf_mono_font, str, sizeof(str));
		dx += BLF_width(blf_mono_font, str);
	}
	if (zpf) {
		glColor3ub(255, 255, 255);
		BLI_snprintf(str, sizeof(str), " Z:%-.3f |", *zpf);
		BLF_position(blf_mono_font, dx, 6, 0);
		BLF_draw_ascii(blf_mono_font, str, sizeof(str));
		dx += BLF_width(blf_mono_font, str);
	}

	if (channels >= 3) {
		glColor3ubv(red);
		if (fp)
			BLI_snprintf(str, sizeof(str), "  R:%-.5f", fp[0]);
		else if (cp)
			BLI_snprintf(str, sizeof(str), "  R:%-3d", cp[0]);
		else
			BLI_snprintf(str, sizeof(str), "  R:-");
		BLF_position(blf_mono_font, dx, 6, 0);
		BLF_draw_ascii(blf_mono_font, str, sizeof(str));
		dx += BLF_width(blf_mono_font, str);
		
		glColor3ubv(green);
		if (fp)
			BLI_snprintf(str, sizeof(str), "  G:%-.5f", fp[1]);
		else if (cp)
			BLI_snprintf(str, sizeof(str), "  G:%-3d", cp[1]);
		else
			BLI_snprintf(str, sizeof(str), "  G:-");
		BLF_position(blf_mono_font, dx, 6, 0);
		BLF_draw_ascii(blf_mono_font, str, sizeof(str));
		dx += BLF_width(blf_mono_font, str);
		
		glColor3ubv(blue);
		if (fp)
			BLI_snprintf(str, sizeof(str), "  B:%-.5f", fp[2]);
		else if (cp)
			BLI_snprintf(str, sizeof(str), "  B:%-3d", cp[2]);
		else
			BLI_snprintf(str, sizeof(str), "  B:-");
		BLF_position(blf_mono_font, dx, 6, 0);
		BLF_draw_ascii(blf_mono_font, str, sizeof(str));
		dx += BLF_width(blf_mono_font, str);
		
		if (channels == 4) {
			glColor3ub(255, 255, 255);
			if (fp)
				BLI_snprintf(str, sizeof(str), "  A:%-.4f", fp[3]);
			else if (cp)
				BLI_snprintf(str, sizeof(str), "  A:%-3d", cp[3]);
			else
				BLI_snprintf(str, sizeof(str), "- ");
			BLF_position(blf_mono_font, dx, 6, 0);
			BLF_draw_ascii(blf_mono_font, str, sizeof(str));
			dx += BLF_width(blf_mono_font, str);
		}

		if (color_manage && channels == 4) {
			float pixel[4];

			if (use_default_view)
				IMB_colormanagement_pixel_to_display_space_v4(pixel, fp,  NULL, &scene->display_settings);
			else
				IMB_colormanagement_pixel_to_display_space_v4(pixel, fp,  &scene->view_settings, &scene->display_settings);

			BLI_snprintf(str, sizeof(str), "  |  CM  R:%-.4f  G:%-.4f  B:%-.4f", pixel[0], pixel[1], pixel[2]);
			BLF_position(blf_mono_font, dx, 6, 0);
			BLF_draw_ascii(blf_mono_font, str, sizeof(str));
			dx += BLF_width(blf_mono_font, str);
		}
	}
	
	/* color rectangle */
	if (channels == 1) {
		if (fp) {
			col[0] = col[1] = col[2] = fp[0];
		}
		else if (cp) {
			col[0] = col[1] = col[2] = (float)cp[0] / 255.0f;
		}
		else {
			col[0] = col[1] = col[2] = 0.0f;
		}
		col[3] = 1.0f;
	}
	else if (channels == 3) {
		if (fp) {
			copy_v3_v3(col, fp);
		}
		else if (cp) {
			rgb_uchar_to_float(col, cp);
		}
		else {
			zero_v3(col);
		}
		col[3] = 1.0f;
	}
	else if (channels == 4) {
		if (fp)
			copy_v4_v4(col, fp);
		else if (cp) {
			rgba_uchar_to_float(col, cp);
		}
		else {
			zero_v4(col);
		}
	}
	else {
		BLI_assert(0);
		zero_v4(col);
	}

	if (color_manage) {
		if (use_default_view)
			IMB_colormanagement_pixel_to_display_space_v4(finalcol, col,  NULL, &scene->display_settings);
		else
			IMB_colormanagement_pixel_to_display_space_v4(finalcol, col,  &scene->view_settings, &scene->display_settings);
	}
	else {
		copy_v4_v4(finalcol, col);
	}

	glDisable(GL_BLEND);
	glColor3fv(finalcol);
	dx += 5;
	glBegin(GL_QUADS);
	glVertex2f(dx, 3);
	glVertex2f(dx, 17);
	glVertex2f(dx + 30, 17);
	glVertex2f(dx + 30, 3);
	glEnd();

	/* draw outline */
	glColor3ub(128, 128, 128);
	glBegin(GL_LINE_LOOP);
	glVertex2f(dx, 3);
	glVertex2f(dx, 17);
	glVertex2f(dx + 30, 17);
	glVertex2f(dx + 30, 3);
	glEnd();

	dx += 35;

	glColor3ub(255, 255, 255);
	if (channels == 1) {
		if (fp) {
			rgb_to_hsv(fp[0], fp[0], fp[0], &hue, &sat, &val);
			rgb_to_yuv(fp[0], fp[0], fp[0], &lum, &u, &v);
		}
		else if (cp) {
			rgb_to_hsv((float)cp[0] / 255.0f, (float)cp[0] / 255.0f, (float)cp[0] / 255.0f, &hue, &sat, &val);
			rgb_to_yuv((float)cp[0] / 255.0f, (float)cp[0] / 255.0f, (float)cp[0] / 255.0f, &lum, &u, &v);
		}
		
		BLI_snprintf(str, sizeof(str), "V:%-.4f", val);
		BLF_position(blf_mono_font, dx, 6, 0);
		BLF_draw_ascii(blf_mono_font, str, sizeof(str));
		dx += BLF_width(blf_mono_font, str);

		BLI_snprintf(str, sizeof(str), "   L:%-.4f", lum);
		BLF_position(blf_mono_font, dx, 6, 0);
		BLF_draw_ascii(blf_mono_font, str, sizeof(str));
		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);
		}

		BLI_snprintf(str, sizeof(str), "H:%-.4f", hue);
		BLF_position(blf_mono_font, dx, 6, 0);
		BLF_draw_ascii(blf_mono_font, str, sizeof(str));
		dx += BLF_width(blf_mono_font, str);

		BLI_snprintf(str, sizeof(str), "  S:%-.4f", sat);
		BLF_position(blf_mono_font, dx, 6, 0);
		BLF_draw_ascii(blf_mono_font, str, sizeof(str));
		dx += BLF_width(blf_mono_font, str);

		BLI_snprintf(str, sizeof(str), "  V:%-.4f", val);
		BLF_position(blf_mono_font, dx, 6, 0);
		BLF_draw_ascii(blf_mono_font, str, sizeof(str));
		dx += BLF_width(blf_mono_font, str);

		BLI_snprintf(str, sizeof(str), "   L:%-.4f", lum);
		BLF_position(blf_mono_font, dx, 6, 0);
		BLF_draw_ascii(blf_mono_font, str, sizeof(str));
		dx += BLF_width(blf_mono_font, str);
	}

	(void)dx;
}