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/*
* 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_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, sice 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.f) x = 0.f;
return powf(srgb_to_linearrgb(x), gamma_inv);
}
ColorBalanceLGGOperation::ColorBalanceLGGOperation() : 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 ColorBalanceLGGOperation::initExecution()
{
this->m_inputValueOperation = this->getInputSocketReader(0);
this->m_inputColorOperation = this->getInputSocketReader(1);
}
void ColorBalanceLGGOperation::executePixel(float *outputColor, float x, float y, PixelSampler sampler, MemoryBuffer *inputBuffers[])
{
float inputColor[4];
float value[4];
this->m_inputValueOperation->read(value, x, y, sampler, inputBuffers);
this->m_inputColorOperation->read(inputColor, x, y, sampler, inputBuffers);
float fac = value[0];
fac = min(1.0f, fac);
const float mfac = 1.0f - fac;
outputColor[0] = mfac * inputColor[0] + fac *colorbalance_lgg(inputColor[0], this->m_lift[0], this->m_gamma_inv[0], this->m_gain[0]);
outputColor[1] = mfac * inputColor[1] + fac *colorbalance_lgg(inputColor[1], this->m_lift[1], this->m_gamma_inv[1], this->m_gain[1]);
outputColor[2] = mfac * inputColor[2] + fac *colorbalance_lgg(inputColor[2], this->m_lift[2], this->m_gamma_inv[2], this->m_gain[2]);
outputColor[3] = inputColor[3];
}
void ColorBalanceLGGOperation::deinitExecution()
{
this->m_inputValueOperation = NULL;
this->m_inputColorOperation = NULL;
}
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