/* SPDX-License-Identifier: GPL-2.0-or-later * Copyright 2011 Blender Foundation. */ #include "COM_ColorBalanceLGGOperation.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->add_input_socket(DataType::Value); this->add_input_socket(DataType::Color); this->add_output_socket(DataType::Color); input_value_operation_ = nullptr; input_color_operation_ = nullptr; this->set_canvas_input_index(1); flags_.can_be_constant = true; } void ColorBalanceLGGOperation::init_execution() { input_value_operation_ = this->get_input_socket_reader(0); input_color_operation_ = this->get_input_socket_reader(1); } void ColorBalanceLGGOperation::execute_pixel_sampled(float output[4], float x, float y, PixelSampler sampler) { float input_color[4]; float value[4]; input_value_operation_->read_sampled(value, x, y, sampler); input_color_operation_->read_sampled(input_color, x, y, sampler); float fac = value[0]; fac = MIN2(1.0f, fac); const float mfac = 1.0f - fac; output[0] = mfac * input_color[0] + fac * colorbalance_lgg(input_color[0], lift_[0], gamma_inv_[0], gain_[0]); output[1] = mfac * input_color[1] + fac * colorbalance_lgg(input_color[1], lift_[1], gamma_inv_[1], gain_[1]); output[2] = mfac * input_color[2] + fac * colorbalance_lgg(input_color[2], lift_[2], gamma_inv_[2], gain_[2]); output[3] = input_color[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], lift_[0], gamma_inv_[0], gain_[0]); p.out[1] = fac_m * in_color[1] + fac * colorbalance_lgg(in_color[1], lift_[1], gamma_inv_[1], gain_[1]); p.out[2] = fac_m * in_color[2] + fac * colorbalance_lgg(in_color[2], lift_[2], gamma_inv_[2], gain_[2]); p.out[3] = in_color[3]; } } void ColorBalanceLGGOperation::deinit_execution() { input_value_operation_ = nullptr; input_color_operation_ = nullptr; } } // namespace blender::compositor