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/*
* 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_ColorCorrectionOperation.h"
#include "IMB_colormanagement.h"
namespace blender::compositor {
ColorCorrectionOperation::ColorCorrectionOperation()
{
this->add_input_socket(DataType::Color);
this->add_input_socket(DataType::Value);
this->add_output_socket(DataType::Color);
input_image_ = nullptr;
input_mask_ = nullptr;
red_channel_enabled_ = true;
green_channel_enabled_ = true;
blue_channel_enabled_ = true;
flags.can_be_constant = true;
}
void ColorCorrectionOperation::init_execution()
{
input_image_ = this->get_input_socket_reader(0);
input_mask_ = this->get_input_socket_reader(1);
}
/* Calculate x^y if the function is defined. Otherwise return the given fallback value. */
BLI_INLINE float color_correct_powf_safe(const float x, const float y, const float fallback_value)
{
if (x < 0) {
return fallback_value;
}
return powf(x, y);
}
void ColorCorrectionOperation::execute_pixel_sampled(float output[4],
float x,
float y,
PixelSampler sampler)
{
float input_image_color[4];
float input_mask[4];
input_image_->read_sampled(input_image_color, x, y, sampler);
input_mask_->read_sampled(input_mask, x, y, sampler);
float level = (input_image_color[0] + input_image_color[1] + input_image_color[2]) / 3.0f;
float contrast = data_->master.contrast;
float saturation = data_->master.saturation;
float gamma = data_->master.gamma;
float gain = data_->master.gain;
float lift = data_->master.lift;
float r, g, b;
float value = input_mask[0];
value = MIN2(1.0f, value);
const float mvalue = 1.0f - value;
float level_shadows = 0.0;
float level_midtones = 0.0;
float level_highlights = 0.0;
#define MARGIN 0.10f
#define MARGIN_DIV (0.5f / MARGIN)
if (level < data_->startmidtones - MARGIN) {
level_shadows = 1.0f;
}
else if (level < data_->startmidtones + MARGIN) {
level_midtones = ((level - data_->startmidtones) * MARGIN_DIV) + 0.5f;
level_shadows = 1.0f - level_midtones;
}
else if (level < data_->endmidtones - MARGIN) {
level_midtones = 1.0f;
}
else if (level < data_->endmidtones + MARGIN) {
level_highlights = ((level - data_->endmidtones) * MARGIN_DIV) + 0.5f;
level_midtones = 1.0f - level_highlights;
}
else {
level_highlights = 1.0f;
}
#undef MARGIN
#undef MARGIN_DIV
contrast *= (level_shadows * data_->shadows.contrast) +
(level_midtones * data_->midtones.contrast) +
(level_highlights * data_->highlights.contrast);
saturation *= (level_shadows * data_->shadows.saturation) +
(level_midtones * data_->midtones.saturation) +
(level_highlights * data_->highlights.saturation);
gamma *= (level_shadows * data_->shadows.gamma) + (level_midtones * data_->midtones.gamma) +
(level_highlights * data_->highlights.gamma);
gain *= (level_shadows * data_->shadows.gain) + (level_midtones * data_->midtones.gain) +
(level_highlights * data_->highlights.gain);
lift += (level_shadows * data_->shadows.lift) + (level_midtones * data_->midtones.lift) +
(level_highlights * data_->highlights.lift);
float invgamma = 1.0f / gamma;
float luma = IMB_colormanagement_get_luminance(input_image_color);
r = input_image_color[0];
g = input_image_color[1];
b = input_image_color[2];
r = (luma + saturation * (r - luma));
g = (luma + saturation * (g - luma));
b = (luma + saturation * (b - luma));
r = 0.5f + ((r - 0.5f) * contrast);
g = 0.5f + ((g - 0.5f) * contrast);
b = 0.5f + ((b - 0.5f) * contrast);
/* Check for negative values to avoid nan. */
r = color_correct_powf_safe(r * gain + lift, invgamma, r);
g = color_correct_powf_safe(g * gain + lift, invgamma, g);
b = color_correct_powf_safe(b * gain + lift, invgamma, b);
/* Mix with mask. */
r = mvalue * input_image_color[0] + value * r;
g = mvalue * input_image_color[1] + value * g;
b = mvalue * input_image_color[2] + value * b;
if (red_channel_enabled_) {
output[0] = r;
}
else {
output[0] = input_image_color[0];
}
if (green_channel_enabled_) {
output[1] = g;
}
else {
output[1] = input_image_color[1];
}
if (blue_channel_enabled_) {
output[2] = b;
}
else {
output[2] = input_image_color[2];
}
output[3] = input_image_color[3];
}
void ColorCorrectionOperation::update_memory_buffer_row(PixelCursor &p)
{
for (; p.out < p.row_end; p.next()) {
const float *in_color = p.ins[0];
const float *in_mask = p.ins[1];
const float level = (in_color[0] + in_color[1] + in_color[2]) / 3.0f;
float level_shadows = 0.0f;
float level_midtones = 0.0f;
float level_highlights = 0.0f;
constexpr float MARGIN = 0.10f;
constexpr float MARGIN_DIV = 0.5f / MARGIN;
if (level < data_->startmidtones - MARGIN) {
level_shadows = 1.0f;
}
else if (level < data_->startmidtones + MARGIN) {
level_midtones = ((level - data_->startmidtones) * MARGIN_DIV) + 0.5f;
level_shadows = 1.0f - level_midtones;
}
else if (level < data_->endmidtones - MARGIN) {
level_midtones = 1.0f;
}
else if (level < data_->endmidtones + MARGIN) {
level_highlights = ((level - data_->endmidtones) * MARGIN_DIV) + 0.5f;
level_midtones = 1.0f - level_highlights;
}
else {
level_highlights = 1.0f;
}
float contrast = data_->master.contrast;
float saturation = data_->master.saturation;
float gamma = data_->master.gamma;
float gain = data_->master.gain;
float lift = data_->master.lift;
contrast *= level_shadows * data_->shadows.contrast +
level_midtones * data_->midtones.contrast +
level_highlights * data_->highlights.contrast;
saturation *= level_shadows * data_->shadows.saturation +
level_midtones * data_->midtones.saturation +
level_highlights * data_->highlights.saturation;
gamma *= level_shadows * data_->shadows.gamma + level_midtones * data_->midtones.gamma +
level_highlights * data_->highlights.gamma;
gain *= level_shadows * data_->shadows.gain + level_midtones * data_->midtones.gain +
level_highlights * data_->highlights.gain;
lift += level_shadows * data_->shadows.lift + level_midtones * data_->midtones.lift +
level_highlights * data_->highlights.lift;
const float inv_gamma = 1.0f / gamma;
const float luma = IMB_colormanagement_get_luminance(in_color);
float r = luma + saturation * (in_color[0] - luma);
float g = luma + saturation * (in_color[1] - luma);
float b = luma + saturation * (in_color[2] - luma);
r = 0.5f + (r - 0.5f) * contrast;
g = 0.5f + (g - 0.5f) * contrast;
b = 0.5f + (b - 0.5f) * contrast;
/* Check for negative values to avoid nan. */
r = color_correct_powf_safe(r * gain + lift, inv_gamma, r);
g = color_correct_powf_safe(g * gain + lift, inv_gamma, g);
b = color_correct_powf_safe(b * gain + lift, inv_gamma, b);
/* Mix with mask. */
const float value = MIN2(1.0f, in_mask[0]);
const float value_ = 1.0f - value;
r = value_ * in_color[0] + value * r;
g = value_ * in_color[1] + value * g;
b = value_ * in_color[2] + value * b;
p.out[0] = red_channel_enabled_ ? r : in_color[0];
p.out[1] = green_channel_enabled_ ? g : in_color[1];
p.out[2] = blue_channel_enabled_ ? b : in_color[2];
p.out[3] = in_color[3];
}
}
void ColorCorrectionOperation::deinit_execution()
{
input_image_ = nullptr;
input_mask_ = nullptr;
}
} // namespace blender::compositor
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