/* * 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" namespace blender::compositor { 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 isn't 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(DataType::Value); this->addInputSocket(DataType::Color); this->addOutputSocket(DataType::Color); this->m_inputValueOperation = nullptr; this->m_inputColorOperation = nullptr; this->setResolutionInputSocketIndex(1); flags.can_be_constant = true; } 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::update_memory_buffer_row(PixelCursor &p) { for (; p.out < p.row_end; p.next()) { const float *in_factor = p.ins[0]; const float *in_color = p.ins[1]; const float fac = MIN2(1.0f, in_factor[0]); const float fac_m = 1.0f - fac; p.out[0] = fac_m * in_color[0] + fac * colorbalance_lgg(in_color[0], m_lift[0], m_gamma_inv[0], m_gain[0]); p.out[1] = fac_m * in_color[1] + fac * colorbalance_lgg(in_color[1], m_lift[1], m_gamma_inv[1], m_gain[1]); p.out[2] = fac_m * in_color[2] + fac * colorbalance_lgg(in_color[2], m_lift[2], m_gamma_inv[2], m_gain[2]); p.out[3] = in_color[3]; } } void ColorBalanceLGGOperation::deinitExecution() { this->m_inputValueOperation = nullptr; this->m_inputColorOperation = nullptr; } } // namespace blender::compositor