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Diffstat (limited to 'source/blender/compositor/operations/COM_ColorBalanceLGGOperation.cc')
-rw-r--r--source/blender/compositor/operations/COM_ColorBalanceLGGOperation.cc86
1 files changed, 86 insertions, 0 deletions
diff --git a/source/blender/compositor/operations/COM_ColorBalanceLGGOperation.cc b/source/blender/compositor/operations/COM_ColorBalanceLGGOperation.cc
new file mode 100644
index 00000000000..934b7e51aee
--- /dev/null
+++ b/source/blender/compositor/operations/COM_ColorBalanceLGGOperation.cc
@@ -0,0 +1,86 @@
+/*
+ * This program is free software; you can redistribute it and/or
+ * modify it under the terms of the GNU General Public License
+ * as published by the Free Software Foundation; either version 2
+ * of the License, or (at your option) any later version.
+ *
+ * This program is distributed in the hope that it will be useful,
+ * but WITHOUT ANY WARRANTY; without even the implied warranty of
+ * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
+ * GNU General Public License for more details.
+ *
+ * You should have received a copy of the GNU General Public License
+ * along with this program; if not, write to the Free Software Foundation,
+ * Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
+ *
+ * Copyright 2011, Blender Foundation.
+ */
+
+#include "COM_ColorBalanceLGGOperation.h"
+#include "BLI_math.h"
+
+inline float colorbalance_lgg(float in, float lift_lgg, float gamma_inv, float gain)
+{
+ /* 1:1 match with the sequencer with linear/srgb conversions, the conversion isnt pretty
+ * but best keep it this way, since testing for durian shows a similar calculation
+ * without lin/srgb conversions gives bad results (over-saturated shadows) with colors
+ * slightly below 1.0. some correction can be done but it ends up looking bad for shadows or
+ * lighter tones - campbell */
+ float x = (((linearrgb_to_srgb(in) - 1.0f) * lift_lgg) + 1.0f) * gain;
+
+ /* prevent NaN */
+ if (x < 0.0f) {
+ x = 0.0f;
+ }
+
+ return powf(srgb_to_linearrgb(x), gamma_inv);
+}
+
+ColorBalanceLGGOperation::ColorBalanceLGGOperation()
+{
+ this->addInputSocket(COM_DT_VALUE);
+ this->addInputSocket(COM_DT_COLOR);
+ this->addOutputSocket(COM_DT_COLOR);
+ this->m_inputValueOperation = nullptr;
+ this->m_inputColorOperation = nullptr;
+ this->setResolutionInputSocketIndex(1);
+}
+
+void ColorBalanceLGGOperation::initExecution()
+{
+ this->m_inputValueOperation = this->getInputSocketReader(0);
+ this->m_inputColorOperation = this->getInputSocketReader(1);
+}
+
+void ColorBalanceLGGOperation::executePixelSampled(float output[4],
+ float x,
+ float y,
+ PixelSampler sampler)
+{
+ float inputColor[4];
+ float value[4];
+
+ this->m_inputValueOperation->readSampled(value, x, y, sampler);
+ this->m_inputColorOperation->readSampled(inputColor, x, y, sampler);
+
+ float fac = value[0];
+ fac = MIN2(1.0f, fac);
+ const float mfac = 1.0f - fac;
+
+ output[0] = mfac * inputColor[0] +
+ fac * colorbalance_lgg(
+ inputColor[0], this->m_lift[0], this->m_gamma_inv[0], this->m_gain[0]);
+ output[1] = mfac * inputColor[1] +
+ fac * colorbalance_lgg(
+ inputColor[1], this->m_lift[1], this->m_gamma_inv[1], this->m_gain[1]);
+ output[2] = mfac * inputColor[2] +
+ fac * colorbalance_lgg(
+ inputColor[2], this->m_lift[2], this->m_gamma_inv[2], this->m_gain[2]);
+ output[3] = inputColor[3];
+}
+
+void ColorBalanceLGGOperation::deinitExecution()
+{
+ this->m_inputValueOperation = nullptr;
+ this->m_inputColorOperation = nullptr;
+}