1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
|
/*
* Copyright 2011, Blender Foundation.
*
* 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.
*
* Contributor:
* Jeroen Bakker
* Monique Dewanchand
*/
#include "COM_ColorBalanceASCCDLOperation.h"
#include "BLI_math.h"
inline float colorbalance_cdl(float in, float offset, float power, float slope)
{
float x = in * slope + offset;
/* prevent NaN */
CLAMP(x, 0.0f, 1.0f);
return powf(x, power);
}
ColorBalanceASCCDLOperation::ColorBalanceASCCDLOperation() : NodeOperation()
{
this->addInputSocket(COM_DT_VALUE);
this->addInputSocket(COM_DT_COLOR);
this->addOutputSocket(COM_DT_COLOR);
this->m_inputValueOperation = NULL;
this->m_inputColorOperation = NULL;
this->setResolutionInputSocketIndex(1);
}
void ColorBalanceASCCDLOperation::initExecution()
{
this->m_inputValueOperation = this->getInputSocketReader(0);
this->m_inputColorOperation = this->getInputSocketReader(1);
}
void ColorBalanceASCCDLOperation::executePixel(float *outputColor, float x, float y, PixelSampler sampler)
{
float inputColor[4];
float value[4];
this->m_inputValueOperation->read(value, x, y, sampler);
this->m_inputColorOperation->read(inputColor, x, y, sampler);
float fac = value[0];
fac = min(1.0f, fac);
const float mfac = 1.0f - fac;
outputColor[0] = mfac * inputColor[0] + fac *colorbalance_cdl(inputColor[0], this->m_lift[0], this->m_gamma[0], this->m_gain[0]);
outputColor[1] = mfac * inputColor[1] + fac *colorbalance_cdl(inputColor[1], this->m_lift[1], this->m_gamma[1], this->m_gain[1]);
outputColor[2] = mfac * inputColor[2] + fac *colorbalance_cdl(inputColor[2], this->m_lift[2], this->m_gamma[2], this->m_gain[2]);
outputColor[3] = inputColor[3];
}
void ColorBalanceASCCDLOperation::deinitExecution()
{
this->m_inputValueOperation = NULL;
this->m_inputColorOperation = NULL;
}
|