use super::Color; use crate::Node; use core::fmt::Debug; use dyn_any::{DynAny, StaticType}; #[cfg_attr(feature = "serde", derive(serde::Serialize, serde::Deserialize))] #[derive(Debug, Default, Clone, Copy, Eq, PartialEq, DynAny, specta::Type, Hash)] pub enum LuminanceCalculation { #[default] SRGB, Perceptual, AverageChannels, MinimumChannels, MaximumChannels, } impl LuminanceCalculation { pub fn list() -> [LuminanceCalculation; 5] { [ LuminanceCalculation::SRGB, LuminanceCalculation::Perceptual, LuminanceCalculation::AverageChannels, LuminanceCalculation::MinimumChannels, LuminanceCalculation::MaximumChannels, ] } } impl std::fmt::Display for LuminanceCalculation { fn fmt(&self, f: &mut std::fmt::Formatter<'_>) -> std::fmt::Result { match self { LuminanceCalculation::SRGB => write!(f, "sRGB"), LuminanceCalculation::Perceptual => write!(f, "Perceptual"), LuminanceCalculation::AverageChannels => write!(f, "Average Channels"), LuminanceCalculation::MinimumChannels => write!(f, "Minimum Channels"), LuminanceCalculation::MaximumChannels => write!(f, "Maximum Channels"), } } } #[derive(Debug, Clone, Copy, Default)] pub struct LuminanceNode { luma_calculation: LuminanceCalculation, } #[node_macro::node_fn(LuminanceNode)] fn luminance_color_node(color: Color, luma_calculation: LuminanceCalculation) -> Color { // TODO: Remove conversion to linear when the whole node graph uses linear color let color = color.to_linear_srgb(); let luminance = match luma_calculation { LuminanceCalculation::SRGB => color.luminance_srgb(), LuminanceCalculation::Perceptual => color.luminance_perceptual(), LuminanceCalculation::AverageChannels => color.average_rgb_channels(), LuminanceCalculation::MinimumChannels => color.minimum_rgb_channels(), LuminanceCalculation::MaximumChannels => color.maximum_rgb_channels(), }; // TODO: Remove conversion to linear when the whole node graph uses linear color let luminance = Color::linear_to_srgb(luminance); color.map_rgb(|_| luminance) } #[derive(Debug, Clone, Copy, Default)] pub struct LevelsNode { input_start: InputStart, input_mid: InputMid, input_end: InputEnd, output_start: OutputStart, output_end: OutputEnd, } // From https://stackoverflow.com/questions/39510072/algorithm-for-adjustment-of-image-levels #[node_macro::node_fn(LevelsNode)] fn levels_node(color: Color, input_start: f64, input_mid: f64, input_end: f64, output_start: f64, output_end: f64) -> Color { // Input Range let input_shadows = (input_start / 100.) as f32; let input_midtones = (input_mid / 100.) as f32; let input_highlights = (input_end / 100.) as f32; // Output Range let output_minimums = (output_start / 100.) as f32; let output_maximums = (output_end / 100.) as f32; // Midtones interpolation factor between minimums and maximums let midtones = output_minimums + (output_maximums - output_minimums) * input_midtones; // Gamma correction let gamma = if midtones < 0.5 { 1. / (1. + (9. * (1. - midtones * 2.))).min(9.99) } else { 1. / ((1. - midtones) * 2.).max(0.01) }; // Input levels let color = color.map_rgb(|channel| (channel - input_shadows) / (input_highlights - input_shadows)); // Midtones let color = color.map_rgb(|channel| channel.powf(gamma)); // Output levels color.map_rgb(|channel| channel * (output_maximums - output_minimums) + output_minimums) } #[derive(Debug, Clone, Copy, Default)] pub struct GrayscaleNode { tint: Tint, reds: Reds, yellows: Yellows, greens: Greens, cyans: Cyans, blues: Blues, magentas: Magentas, } // From // Works the same for gamma and linear color #[node_macro::node_fn(GrayscaleNode)] fn grayscale_color_node(color: Color, tint: Color, reds: f64, yellows: f64, greens: f64, cyans: f64, blues: f64, magentas: f64) -> Color { let reds = reds as f32 / 100.; let yellows = yellows as f32 / 100.; let greens = greens as f32 / 100.; let cyans = cyans as f32 / 100.; let blues = blues as f32 / 100.; let magentas = magentas as f32 / 100.; let gray_base = color.r().min(color.g()).min(color.b()); let red_part = color.r() - gray_base; let green_part = color.g() - gray_base; let blue_part = color.b() - gray_base; let additional = if red_part == 0. { let cyan_part = green_part.min(blue_part); cyan_part * cyans + (green_part - cyan_part) * greens + (blue_part - cyan_part) * blues } else if green_part == 0. { let magenta_part = red_part.min(blue_part); magenta_part * magentas + (red_part - magenta_part) * reds + (blue_part - magenta_part) * blues } else { let yellow_part = red_part.min(green_part); yellow_part * yellows + (red_part - yellow_part) * reds + (green_part - yellow_part) * greens }; let luminance = gray_base + additional; // TODO: Fix "Color" blend mode implementation so it matches the expected behavior perfectly (it's currently close) tint.with_luminance(luminance) } #[cfg(not(target_arch = "spirv"))] pub use hue_shift::HueSaturationNode; // TODO: Make this work on GPU so it can be removed from the wrapper module that excludes GPU (it doesn't work because of the modulo) #[cfg(not(target_arch = "spirv"))] mod hue_shift { use super::*; #[derive(Debug)] pub struct HueSaturationNode { hue_shift: Hue, saturation_shift: Saturation, lightness_shift: Lightness, } #[node_macro::node_fn(HueSaturationNode)] fn hue_shift_color_node(color: Color, hue_shift: f64, saturation_shift: f64, lightness_shift: f64) -> Color { let [hue, saturation, lightness, alpha] = color.to_hsla(); Color::from_hsla( (hue + hue_shift as f32 / 360.) % 1., (saturation + saturation_shift as f32 / 100.).clamp(0., 1.), (lightness + lightness_shift as f32 / 100.).clamp(0., 1.), alpha, ) } } #[derive(Debug, Clone, Copy)] pub struct InvertRGBNode; #[node_macro::node_fn(InvertRGBNode)] fn invert_image(color: Color) -> Color { color.map_rgb(|c| 1. - c) } #[derive(Debug, Clone, Copy)] pub struct ThresholdNode { luma_calculation: LuminanceCalculation, threshold: Threshold, } #[node_macro::node_fn(ThresholdNode)] fn threshold_node(color: Color, luma_calculation: LuminanceCalculation, threshold: f64) -> Color { let threshold = Color::srgb_to_linear(threshold as f32 / 100.); // TODO: Remove conversion to linear when the whole node graph uses linear color let color = color.to_linear_srgb(); let luminance = match luma_calculation { LuminanceCalculation::SRGB => color.luminance_srgb(), LuminanceCalculation::Perceptual => color.luminance_perceptual(), LuminanceCalculation::AverageChannels => color.average_rgb_channels(), LuminanceCalculation::MinimumChannels => color.minimum_rgb_channels(), LuminanceCalculation::MaximumChannels => color.maximum_rgb_channels(), }; if luminance >= threshold { Color::WHITE } else { Color::BLACK } } #[derive(Debug, Clone, Copy)] pub struct VibranceNode { vibrance: Vibrance, } // TODO: The current results are incorrect, try implementing this from https://stackoverflow.com/questions/33966121/what-is-the-algorithm-for-vibrance-filters #[node_macro::node_fn(VibranceNode)] fn vibrance_node(color: Color, vibrance: f64) -> Color { let [hue, saturation, lightness, alpha] = color.to_hsla(); let vibrance = vibrance as f32 / 100.; let saturation = saturation + vibrance * (1. - saturation); Color::from_hsla(hue, saturation, lightness, alpha) } #[derive(Debug, Clone, Copy)] pub struct BrightnessContrastNode { brightness: Brightness, contrast: Contrast, } // From https://stackoverflow.com/questions/2976274/adjust-bitmap-image-brightness-contrast-using-c #[node_macro::node_fn(BrightnessContrastNode)] fn adjust_image_brightness_and_contrast(color: Color, brightness: f64, contrast: f64) -> Color { let (brightness, contrast) = (brightness as f32, contrast as f32); let factor = (259. * (contrast + 255.)) / (255. * (259. - contrast)); let channel = |channel: f32| ((factor * (channel * 255. + brightness - 128.) + 128.) / 255.).clamp(0., 1.); color.map_rgb(channel) } #[derive(Debug, Clone, Copy)] pub struct OpacityNode { opacity_multiplier: O, } #[node_macro::node_fn(OpacityNode)] fn image_opacity(color: Color, opacity_multiplier: f64) -> Color { let opacity_multiplier = opacity_multiplier as f32 / 100.; Color::from_rgbaf32_unchecked(color.r(), color.g(), color.b(), color.a() * opacity_multiplier) } #[derive(Debug, Clone, Copy)] pub struct PosterizeNode

{ posterize_value: P, } // Based on http://www.axiomx.com/posterize.htm #[node_macro::node_fn(PosterizeNode)] fn posterize(color: Color, posterize_value: f64) -> Color { let posterize_value = posterize_value as f32; let number_of_areas = posterize_value.recip(); let size_of_areas = (posterize_value - 1.).recip(); let channel = |channel: f32| (channel / number_of_areas).floor() * size_of_areas; color.map_rgb(channel) } #[derive(Debug, Clone, Copy)] pub struct ExposureNode { exposure: Exposure, offset: Offset, gamma_correction: GammaCorrection, } // Based on https://stackoverflow.com/questions/12166117/what-is-the-math-behind-exposure-adjustment-on-photoshop #[node_macro::node_fn(ExposureNode)] fn exposure(color: Color, exposure: f64, offset: f64, gamma_correction: f64) -> Color { let multiplier = 2_f32.powf(exposure as f32); color // TODO: Fix incorrect behavior of offset .map_rgb(|channel: f32| channel + offset as f32) // TODO: Fix incorrect behavior of exposure .map_rgb(|channel: f32| channel * multiplier) // TODO: While gamma correction is correct on its own, determine and implement the correct order of these three operations .gamma(gamma_correction as f32) }