#![allow(clippy::too_many_arguments)] use crate::adjust::Adjust; use crate::cubic_spline::CubicSplines; use core::fmt::Debug; #[cfg(feature = "std")] use core_types::table::Table; use glam::{Vec3, Vec4}; use no_std_types::color::Color; use no_std_types::context::Ctx; use no_std_types::registry::types::{AngleF32, PercentageF32, SignedPercentageF32}; use node_macro::BufferStruct; use num_enum::{FromPrimitive, IntoPrimitive}; #[cfg(not(feature = "std"))] use num_traits::float::Float; #[cfg(feature = "std")] use raster_types::{CPU, Raster}; #[cfg(feature = "std")] use vector_types::GradientStops; // TODO: Implement the following: // Color Balance // Aims for interoperable compatibility with: // https://www.adobe.com/devnet-apps/photoshop/fileformatashtml/#:~:text=%27blnc%27%20%3D%20Color%20Balance // // Photo Filter // Aims for interoperable compatibility with: // https://www.adobe.com/devnet-apps/photoshop/fileformatashtml/#:~:text=%27phfl%27%20%3D%20Photo%20Filter // https://www.adobe.com/devnet-apps/photoshop/fileformatashtml/#:~:text=of%20the%20file.-,Photo%20Filter,-Key%20is%20%27phfl // // Color Lookup // Aims for interoperable compatibility with: // https://www.adobe.com/devnet-apps/photoshop/fileformatashtml/#:~:text=%27clrL%27%20%3D%20Color%20Lookup // https://www.adobe.com/devnet-apps/photoshop/fileformatashtml/#:~:text=Color%20Lookup%20(Photoshop%20CS6 #[cfg_attr(feature = "wasm", derive(tsify::Tsify))] #[cfg_attr(feature = "std", derive(dyn_any::DynAny))] #[cfg_attr(feature = "serde", derive(serde::Serialize, serde::Deserialize))] #[derive(Debug, Default, Clone, Copy, Eq, PartialEq, Hash, node_macro::ChoiceType, bytemuck::NoUninit, BufferStruct, FromPrimitive, IntoPrimitive)] #[widget(Dropdown)] #[repr(u32)] pub enum LuminanceCalculation { #[default] #[label("sRGB")] SRGB, Perceptual, AverageChannels, MinimumChannels, MaximumChannels, } #[node_macro::node(category("Raster: Adjustment"), shader_node(PerPixelAdjust))] fn luminance>( _: impl Ctx, #[implementations( Table>, Table, Table, )] #[gpu_image] mut input: T, luminance_calc: LuminanceCalculation, ) -> T { input.adjust(|color| { let luminance = match luminance_calc { 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(), }; color.map_rgb(|_| luminance) }); input } #[node_macro::node(category("Raster: Adjustment"), shader_node(PerPixelAdjust))] fn gamma_correction>( _: impl Ctx, #[implementations( Table>, Table, Table, )] #[gpu_image] mut input: T, #[default(2.2)] #[range((0.01, 10.))] #[hard_min(0.0001)] gamma: f32, inverse: bool, ) -> T { let exponent = if inverse { 1. / gamma } else { gamma }; input.adjust(|color| color.gamma(exponent)); input } #[node_macro::node(category("Raster: Channels"), shader_node(PerPixelAdjust))] fn extract_channel>( _: impl Ctx, #[implementations( Table>, Table, Table, )] #[gpu_image] mut input: T, channel: RedGreenBlueAlpha, ) -> T { input.adjust(|color| { let extracted_value = match channel { RedGreenBlueAlpha::Red => color.r(), RedGreenBlueAlpha::Green => color.g(), RedGreenBlueAlpha::Blue => color.b(), RedGreenBlueAlpha::Alpha => color.a(), }; color.map_rgb(|_| extracted_value).with_alpha(1.) }); input } #[node_macro::node(category("Raster: Channels"), shader_node(PerPixelAdjust))] fn make_opaque>( _: impl Ctx, #[implementations( Table>, Table, Table, )] #[gpu_image] mut input: T, ) -> T { input.adjust(|color| { if color.a() == 0. { return color.with_alpha(1.); } Color::from_rgbaf32_unchecked(color.r() / color.a(), color.g() / color.a(), color.b() / color.a(), 1.) }); input } // TODO: Remove this once GPU shader nodes are able to support the non-classic algorithm #[node_macro::node( name("Brightness/Contrast Classic"), category("Raster: Adjustment"), properties("brightness_contrast_properties"), shader_node(PerPixelAdjust) )] fn brightness_contrast_classic>( _: impl Ctx, #[implementations( Table>, Table, Table, )] #[gpu_image] mut input: T, brightness: SignedPercentageF32, contrast: SignedPercentageF32, ) -> T { let brightness = brightness / 255.; let contrast = contrast / 100.; let contrast = if contrast > 0. { (contrast * core::f32::consts::FRAC_PI_2 - 0.01).tan() } else { contrast }; let offset = brightness * contrast + brightness - contrast / 2.; input.adjust(|color| color.to_gamma_srgb().map_rgb(|c| (c + c * contrast + offset).clamp(0., 1.)).to_linear_srgb()); input } // Aims for interoperable compatibility with: // https://www.adobe.com/devnet-apps/photoshop/fileformatashtml/#:~:text=%27brit%27%20%3D%20Brightness/Contrast // https://www.adobe.com/devnet-apps/photoshop/fileformatashtml/#:~:text=Padding-,Brightness%20and%20Contrast,-Key%20is%20%27brit // // Some further analysis available at: // https://geraldbakker.nl/psnumbers/brightness-contrast.html #[node_macro::node(name("Brightness/Contrast"), category("Raster: Adjustment"), properties("brightness_contrast_properties"), cfg(feature = "std"))] fn brightness_contrast>( _ctx: impl Ctx, #[implementations( Table>, Table, Table, )] #[gpu_image] mut input: T, brightness: SignedPercentageF32, contrast: SignedPercentageF32, use_classic: bool, ) -> T { if use_classic { return brightness_contrast_classic(_ctx, input, brightness, contrast); } const WINDOW_SIZE: usize = 1024; // Brightness LUT let brightness_is_negative = brightness < 0.; // We clamp the brightness before the two curve X-axis points `130 - brightness * 26` and `233 - brightness * 48` intersect. // Beyond the point of intersection, the cubic spline fitting becomes invalid and fails an assertion, which we need to avoid. // See the intersection of the red lines at x = 103/22*100 = 468.18182 in the graph: https://www.desmos.com/calculator/ekvz4zyd9c let brightness = (brightness.abs() / 100.).min(103. / 22. - 0.00001); let brightness_curve_points = CubicSplines { x: [0., 130. - brightness * 26., 233. - brightness * 48., 255.].map(|x| x / 255.), y: [0., 130. + brightness * 51., 233. + brightness * 10., 255.].map(|x| x / 255.), }; let brightness_curve_solutions = brightness_curve_points.solve(); let mut brightness_lut: [f32; WINDOW_SIZE] = core::array::from_fn(|i| { let x = i as f32 / (WINDOW_SIZE as f32 - 1.); brightness_curve_points.interpolate(x, &brightness_curve_solutions) }); // Special handling for when brightness is negative if brightness_is_negative { brightness_lut = core::array::from_fn(|i| { let mut x = i; while x > 1 && brightness_lut[x] > i as f32 / WINDOW_SIZE as f32 { x -= 1; } x as f32 / WINDOW_SIZE as f32 }); } // Contrast LUT // Unlike with brightness, the X-axis points `64` and `192` don't intersect at any contrast value, because they are constants. // So we don't have to worry about clamping the contrast value to avoid invalid cubic spline fitting. // See the graph: https://www.desmos.com/calculator/iql9vsca56 let contrast = contrast / 100.; let contrast_curve_points = CubicSplines { x: [0., 64., 192., 255.].map(|x| x / 255.), y: [0., 64. - contrast * 30., 192. + contrast * 30., 255.].map(|x| x / 255.), }; let contrast_curve_solutions = contrast_curve_points.solve(); let contrast_lut: [f32; WINDOW_SIZE] = core::array::from_fn(|i| { let x = i as f32 / (WINDOW_SIZE as f32 - 1.); contrast_curve_points.interpolate(x, &contrast_curve_solutions) }); // Composed brightness and contrast LUTs let combined_lut = brightness_lut.map(|brightness| { let index_in_contrast_lut = (brightness * (contrast_lut.len() - 1) as f32).round() as usize; contrast_lut[index_in_contrast_lut] }); let lut_max = (combined_lut.len() - 1) as f32; input.adjust(|color| color.to_gamma_srgb().map_rgb(|c| combined_lut[(c * lut_max).round() as usize]).to_linear_srgb()); input } // Aims for interoperable compatibility with: // https://www.adobe.com/devnet-apps/photoshop/fileformatashtml/#:~:text=levl%27%20%3D%20Levels // // Algorithm from: // https://stackoverflow.com/questions/39510072/algorithm-for-adjustment-of-image-levels // // Some further analysis available at: // https://geraldbakker.nl/psnumbers/levels.html #[node_macro::node(category("Raster: Adjustment"), shader_node(PerPixelAdjust))] fn levels>( _: impl Ctx, #[implementations( Table>, Table, Table, )] #[gpu_image] mut image: T, #[default(0.)] shadows: PercentageF32, #[default(50.)] midtones: PercentageF32, #[default(100.)] highlights: PercentageF32, #[default(0.)] output_minimums: PercentageF32, #[default(100.)] output_maximums: PercentageF32, ) -> T { image.adjust(|color| { let color = color.to_gamma_srgb(); // Input Range (Range: 0-1) let input_shadows = shadows / 100.; let input_midtones = midtones / 100.; let input_highlights = highlights / 100.; // Output Range (Range: 0-1) let output_minimums = output_minimums / 100.; let output_maximums = output_maximums / 100.; // Midtones interpolation factor between minimums and maximums (Range: 0-1) let midtones = output_minimums + (output_maximums - output_minimums) * input_midtones; // Gamma correction (Range: 0.01-10) let gamma = if midtones < 0.5 { // Range: 0-1 let x = 1. - midtones * 2.; // Range: 1-10 1. + 9. * x } else { // Range: 0-0.5 let x = 1. - midtones; // Range: 0-1 let x = x * 2.; // Range: 0.01-1 x.max(0.01) }; // Input levels (Range: 0-1) let highlights_minus_shadows = (input_highlights - input_shadows).clamp(f32::EPSILON, 1.); let color = color.map_rgb(|c| ((c - input_shadows).max(0.) / highlights_minus_shadows).min(1.)); // Midtones (Range: 0-1) let color = color.gamma(gamma); // Output levels (Range: 0-1) let color = color.map_rgb(|c| c * (output_maximums - output_minimums) + output_minimums); color.to_linear_srgb() }); image } // Aims for interoperable compatibility with: // https://www.adobe.com/devnet-apps/photoshop/fileformatashtml/#:~:text=%27blwh%27%20%3D%20Black%20and%20White // https://www.adobe.com/devnet-apps/photoshop/fileformatashtml/#:~:text=Black%20White%20(Photoshop%20CS3) // // Algorithm from: // https://stackoverflow.com/a/55233732/775283 // Works the same for gamma and linear color #[node_macro::node(name("Black & White"), category("Raster: Adjustment"), shader_node(PerPixelAdjust))] fn black_and_white>( _: impl Ctx, #[implementations( Table>, Table, Table, )] #[gpu_image] mut image: T, #[default(Color::BLACK)] tint: Color, #[default(40.)] #[range((-200., 300.))] reds: PercentageF32, #[default(60.)] #[range((-200., 300.))] yellows: PercentageF32, #[default(40.)] #[range((-200., 300.))] greens: PercentageF32, #[default(60.)] #[range((-200., 300.))] cyans: PercentageF32, #[default(20.)] #[range((-200., 300.))] blues: PercentageF32, #[default(80.)] #[range((-200., 300.))] magentas: PercentageF32, ) -> T { image.adjust(|color| { let color = color.to_gamma_srgb(); let reds = reds / 100.; let yellows = yellows / 100.; let greens = greens / 100.; let cyans = cyans / 100.; let blues = blues / 100.; let magentas = magentas / 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 alpha_part = color.a(); 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) let color = tint.with_luminance(luminance); let color = Color::from_rgbaf32_unchecked(color.r(), color.g(), color.b(), alpha_part); color.to_linear_srgb() }); image } // Aims for interoperable compatibility with: // https://www.adobe.com/devnet-apps/photoshop/fileformatashtml/#:~:text=%27hue%20%27%20%3D%20Old,saturation%2C%20Photoshop%205.0 // https://www.adobe.com/devnet-apps/photoshop/fileformatashtml/#:~:text=0%20%3D%20Use%20other.-,Hue/Saturation,-Hue/Saturation%20settings #[node_macro::node(name("Hue/Saturation"), category("Raster: Adjustment"), shader_node(PerPixelAdjust))] fn hue_saturation>( _: impl Ctx, #[implementations( Table>, Table, Table, )] #[gpu_image] mut input: T, hue_shift: AngleF32, saturation_shift: SignedPercentageF32, lightness_shift: SignedPercentageF32, ) -> T { input.adjust(|color| { let color = color.to_gamma_srgb(); let [hue, saturation, lightness, alpha] = color.to_hsla(); let color = Color::from_hsla( (hue + hue_shift / 360.) % 1., // TODO: Improve the way saturation works (it's slightly off) (saturation + saturation_shift / 100.).clamp(0., 1.), // TODO: Fix the way lightness works (it's very off) (lightness + lightness_shift / 100.).clamp(0., 1.), alpha, ); color.to_linear_srgb() }); input } // Aims for interoperable compatibility with: // https://www.adobe.com/devnet-apps/photoshop/fileformatashtml/#:~:text=%27%20%3D%20Color%20Lookup-,%27nvrt%27%20%3D%20Invert,-%27post%27%20%3D%20Posterize #[node_macro::node(category("Raster: Adjustment"), shader_node(PerPixelAdjust))] fn invert>( _: impl Ctx, #[implementations( Table>, Table, Table, )] #[gpu_image] mut input: T, ) -> T { input.adjust(|color| { let color = color.to_gamma_srgb(); let color = color.map_rgb(|c| color.a() - c); color.to_linear_srgb() }); input } // Aims for interoperable compatibility with: // https://www.adobe.com/devnet-apps/photoshop/fileformatashtml/#:~:text=post%27%20%3D%20Posterize-,%27thrs%27%20%3D%20Threshold,-%27grdm%27%20%3D%20Gradient #[node_macro::node(category("Raster: Adjustment"), shader_node(PerPixelAdjust))] fn threshold>( _: impl Ctx, #[implementations( Table>, Table, Table, )] #[gpu_image] mut image: T, #[default(50.)] min_luminance: PercentageF32, #[default(100.)] max_luminance: PercentageF32, luminance_calc: LuminanceCalculation, ) -> T { image.adjust(|color| { let min_luminance = Color::srgb_to_linear(min_luminance / 100.); let max_luminance = Color::srgb_to_linear(max_luminance / 100.); let luminance = match luminance_calc { 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 >= min_luminance && luminance <= max_luminance { Color::WHITE } else { Color::BLACK } }); image } // Aims for interoperable compatibility with: // https://www.adobe.com/devnet-apps/photoshop/fileformatashtml/#:~:text=%27-,vibA%27%20%3D%20Vibrance,-%27hue%20%27%20%3D%20Old // https://www.adobe.com/devnet-apps/photoshop/fileformatashtml/#:~:text=Vibrance%20(Photoshop%20CS3) // // Algorithm based on: // https://stackoverflow.com/questions/33966121/what-is-the-algorithm-for-vibrance-filters // The results of this implementation are very close to correct, but not quite perfect. // // Some further analysis available at: // https://www.photo-mark.com/notes/analyzing-photoshop-vibrance-and-saturation/ // // This algorithm is currently lacking a "Saturation" parameter which is needed for interoperability. // It's not the same as the saturation component of Hue/Saturation/Value. Vibrance and Saturation are both separable. // When both parameters are set, it is equivalent to running this adjustment twice, with only vibrance set and then only saturation set. // (Except for some noise probably due to rounding error.) #[node_macro::node(category("Raster: Adjustment"), shader_node(PerPixelAdjust))] fn vibrance>( _: impl Ctx, #[implementations( Table>, Table, Table, )] #[gpu_image] mut image: T, vibrance: SignedPercentageF32, ) -> T { image.adjust(|color| { let vibrance = vibrance / 100.; // Slow the effect down by half when it's negative, since artifacts begin appearing past -50%. // So this scales the 0% to -50% range to 0% to -100%. let slowed_vibrance = if vibrance >= 0. { vibrance } else { vibrance * 0.5 }; let channel_max = color.r().max(color.g()).max(color.b()); let channel_min = color.r().min(color.g()).min(color.b()); let channel_difference = channel_max - channel_min; let scale_multiplier = if channel_max == color.r() { let green_blue_difference = (color.g() - color.b()).abs(); let t = (green_blue_difference / channel_difference).min(1.); t * 0.5 + 0.5 } else { 1. }; let scale = slowed_vibrance * scale_multiplier * (2. - channel_difference); let channel_reduction = channel_min * scale; let scale = 1. + scale * (1. - channel_difference); let luminance_initial = color.to_linear_srgb().luminance_srgb(); let altered_color = color.map_rgb(|c| c * scale - channel_reduction).to_linear_srgb(); let luminance = altered_color.luminance_srgb(); let altered_color = altered_color.map_rgb(|c| c * luminance_initial / luminance); let channel_max = altered_color.r().max(altered_color.g()).max(altered_color.b()); let altered_color = if Color::linear_to_srgb(channel_max) > 1. { let scale = (1. - luminance) / (channel_max - luminance); altered_color.map_rgb(|c| (c - luminance) * scale + luminance) } else { altered_color }; let altered_color = altered_color.to_gamma_srgb(); if vibrance >= 0. { altered_color } else { // TODO: The result ends up a bit darker than it should be, further investigation is needed let luminance = color.luminance_rec_601(); // Near -0% vibrance we mostly use `altered_color`. // Near -100% vibrance, we mostly use half the desaturated luminance color and half `altered_color`. let factor = -slowed_vibrance; altered_color.map_rgb(|c| c * (1. - factor) + luminance * factor) } }); image } #[repr(u32)] #[cfg_attr(feature = "wasm", derive(tsify::Tsify))] #[cfg_attr(feature = "std", derive(dyn_any::DynAny))] #[cfg_attr(feature = "serde", derive(serde::Serialize, serde::Deserialize))] #[derive(Debug, Clone, Copy, Default, PartialEq, Eq, Hash, node_macro::ChoiceType, BufferStruct, FromPrimitive, IntoPrimitive)] #[widget(Radio)] pub enum RedGreenBlue { #[default] Red, Green, Blue, } #[cfg_attr(feature = "wasm", derive(tsify::Tsify))] #[cfg_attr(feature = "std", derive(dyn_any::DynAny))] #[cfg_attr(feature = "serde", derive(serde::Serialize, serde::Deserialize))] #[derive(Debug, Clone, Copy, Default, PartialEq, Eq, Hash, node_macro::ChoiceType, bytemuck::NoUninit, BufferStruct, FromPrimitive, IntoPrimitive)] #[widget(Radio)] #[repr(u32)] pub enum RedGreenBlueAlpha { #[default] Red, Green, Blue, Alpha, } /// Style of noise pattern. #[cfg_attr(feature = "wasm", derive(tsify::Tsify))] #[cfg_attr(feature = "std", derive(dyn_any::DynAny))] #[cfg_attr(feature = "serde", derive(serde::Serialize, serde::Deserialize))] #[derive(Debug, Clone, Copy, Default, PartialEq, Eq, Hash, node_macro::ChoiceType)] #[widget(Dropdown)] pub enum NoiseType { #[default] Perlin, #[label("OpenSimplex2")] OpenSimplex2, #[label("OpenSimplex2S")] OpenSimplex2S, Cellular, ValueCubic, Value, WhiteNoise, } /// Style of layered levels of the noise pattern. #[cfg_attr(feature = "wasm", derive(tsify::Tsify))] #[cfg_attr(feature = "std", derive(dyn_any::DynAny))] #[cfg_attr(feature = "serde", derive(serde::Serialize, serde::Deserialize))] #[derive(Debug, Clone, Copy, Default, PartialEq, Eq, Hash, node_macro::ChoiceType)] pub enum FractalType { #[default] None, #[label("Fractional Brownian Motion")] FBm, Ridged, PingPong, #[label("Progressive (Domain Warp Only)")] DomainWarpProgressive, #[label("Independent (Domain Warp Only)")] DomainWarpIndependent, } /// Distance function used by the cellular noise. #[cfg_attr(feature = "wasm", derive(tsify::Tsify))] #[cfg_attr(feature = "std", derive(dyn_any::DynAny))] #[cfg_attr(feature = "serde", derive(serde::Serialize, serde::Deserialize))] #[derive(Debug, Clone, Copy, Default, PartialEq, Eq, Hash, node_macro::ChoiceType)] pub enum CellularDistanceFunction { #[default] Euclidean, #[label("Euclidean Squared (Faster)")] EuclideanSq, Manhattan, Hybrid, } #[cfg_attr(feature = "wasm", derive(tsify::Tsify))] #[cfg_attr(feature = "std", derive(dyn_any::DynAny))] #[cfg_attr(feature = "serde", derive(serde::Serialize, serde::Deserialize))] #[derive(Debug, Clone, Copy, Default, PartialEq, Eq, Hash, node_macro::ChoiceType)] pub enum CellularReturnType { CellValue, #[default] #[label("Nearest (F1)")] Nearest, #[label("Next Nearest (F2)")] NextNearest, #[label("Average (F1 / 2 + F2 / 2)")] Average, #[label("Difference (F2 - F1)")] Difference, #[label("Product (F2 * F1 / 2)")] Product, #[label("Division (F1 / F2)")] Division, } #[cfg_attr(feature = "wasm", derive(tsify::Tsify))] #[cfg_attr(feature = "std", derive(dyn_any::DynAny))] #[cfg_attr(feature = "serde", derive(serde::Serialize, serde::Deserialize))] #[derive(Debug, Clone, Copy, Default, PartialEq, Eq, Hash, node_macro::ChoiceType)] #[widget(Dropdown)] pub enum DomainWarpType { #[default] None, #[label("OpenSimplex2")] OpenSimplex2, #[label("OpenSimplex2 Reduced")] OpenSimplex2Reduced, BasicGrid, } // Aims for interoperable compatibility with: // https://www.adobe.com/devnet-apps/photoshop/fileformatashtml/#:~:text=%27mixr%27%20%3D%20Channel%20Mixer // https://www.adobe.com/devnet-apps/photoshop/fileformatashtml/#:~:text=Lab%20color%20only-,Channel%20Mixer,-Key%20is%20%27mixr #[node_macro::node(category("Raster: Adjustment"), properties("channel_mixer_properties"), shader_node(PerPixelAdjust))] fn channel_mixer>( _: impl Ctx, #[implementations( Table>, Table, Table, )] #[gpu_image] mut image: T, monochrome: bool, #[default(40.)] #[name("Red")] monochrome_r: f32, #[default(40.)] #[name("Green")] monochrome_g: f32, #[default(20.)] #[name("Blue")] monochrome_b: f32, #[default(0.)] #[name("Constant")] monochrome_c: f32, #[default(100.)] #[name("(Red) Red")] red_r: f32, #[default(0.)] #[name("(Red) Green")] red_g: f32, #[default(0.)] #[name("(Red) Blue")] red_b: f32, #[default(0.)] #[name("(Red) Constant")] red_c: f32, #[default(0.)] #[name("(Green) Red")] green_r: f32, #[default(100.)] #[name("(Green) Green")] green_g: f32, #[default(0.)] #[name("(Green) Blue")] green_b: f32, #[default(0.)] #[name("(Green) Constant")] green_c: f32, #[default(0.)] #[name("(Blue) Red")] blue_r: f32, #[default(0.)] #[name("(Blue) Green")] blue_g: f32, #[default(100.)] #[name("(Blue) Blue")] blue_b: f32, #[default(0.)] #[name("(Blue) Constant")] blue_c: f32, // Display-only properties (not used within the node) _output_channel: RedGreenBlue, ) -> T { image.adjust(|color| { let color = color.to_gamma_srgb(); let (r, g, b, a) = color.components(); let color = if monochrome { let (monochrome_r, monochrome_g, monochrome_b, monochrome_c) = (monochrome_r / 100., monochrome_g / 100., monochrome_b / 100., monochrome_c / 100.); let gray = (r * monochrome_r + g * monochrome_g + b * monochrome_b + monochrome_c).clamp(0., 1.); Color::from_rgbaf32_unchecked(gray, gray, gray, a) } else { let (red_r, red_g, red_b, red_c) = (red_r / 100., red_g / 100., red_b / 100., red_c / 100.); let (green_r, green_g, green_b, green_c) = (green_r / 100., green_g / 100., green_b / 100., green_c / 100.); let (blue_r, blue_g, blue_b, blue_c) = (blue_r / 100., blue_g / 100., blue_b / 100., blue_c / 100.); let red = (r * red_r + g * red_g + b * red_b + red_c).clamp(0., 1.); let green = (r * green_r + g * green_g + b * green_b + green_c).clamp(0., 1.); let blue = (r * blue_r + g * blue_g + b * blue_b + blue_c).clamp(0., 1.); Color::from_rgbaf32_unchecked(red, green, blue, a) }; color.to_linear_srgb() }); image } #[repr(u32)] #[cfg_attr(feature = "wasm", derive(tsify::Tsify))] #[cfg_attr(feature = "std", derive(dyn_any::DynAny))] #[cfg_attr(feature = "serde", derive(serde::Serialize, serde::Deserialize))] #[derive(Debug, Clone, Copy, Default, PartialEq, Eq, Hash, node_macro::ChoiceType, BufferStruct, FromPrimitive, IntoPrimitive)] #[widget(Radio)] pub enum RelativeAbsolute { #[default] Relative, Absolute, } #[repr(u32)] #[cfg_attr(feature = "wasm", derive(tsify::Tsify))] #[cfg_attr(feature = "std", derive(dyn_any::DynAny))] #[cfg_attr(feature = "serde", derive(serde::Serialize, serde::Deserialize))] #[derive(Debug, Clone, Copy, Default, PartialEq, Eq, Hash, node_macro::ChoiceType, BufferStruct, FromPrimitive, IntoPrimitive)] pub enum SelectiveColorChoice { #[default] Reds, Yellows, Greens, Cyans, Blues, Magentas, #[menu_separator] Whites, Neutrals, Blacks, } // Aims for interoperable compatibility with: // https://www.adobe.com/devnet-apps/photoshop/fileformatashtml/#:~:text=%27selc%27%20%3D%20Selective%20color // https://www.adobe.com/devnet-apps/photoshop/fileformatashtml/#:~:text=from%20%2D100...100.%20.-,Selective%20Color,-Selective%20Color%20settings // // Algorithm based on: // https://blog.pkh.me/p/22-understanding-selective-coloring-in-adobe-photoshop.html #[node_macro::node(category("Raster: Adjustment"), properties("selective_color_properties"), shader_node(PerPixelAdjust))] fn selective_color>( _: impl Ctx, #[implementations( Table>, Table, Table, )] #[gpu_image] mut image: T, mode: RelativeAbsolute, #[name("(Reds) Cyan")] r_c: f32, #[name("(Reds) Magenta")] r_m: f32, #[name("(Reds) Yellow")] r_y: f32, #[name("(Reds) Black")] r_k: f32, #[name("(Yellows) Cyan")] y_c: f32, #[name("(Yellows) Magenta")] y_m: f32, #[name("(Yellows) Yellow")] y_y: f32, #[name("(Yellows) Black")] y_k: f32, #[name("(Greens) Cyan")] g_c: f32, #[name("(Greens) Magenta")] g_m: f32, #[name("(Greens) Yellow")] g_y: f32, #[name("(Greens) Black")] g_k: f32, #[name("(Cyans) Cyan")] c_c: f32, #[name("(Cyans) Magenta")] c_m: f32, #[name("(Cyans) Yellow")] c_y: f32, #[name("(Cyans) Black")] c_k: f32, #[name("(Blues) Cyan")] b_c: f32, #[name("(Blues) Magenta")] b_m: f32, #[name("(Blues) Yellow")] b_y: f32, #[name("(Blues) Black")] b_k: f32, #[name("(Magentas) Cyan")] m_c: f32, #[name("(Magentas) Magenta")] m_m: f32, #[name("(Magentas) Yellow")] m_y: f32, #[name("(Magentas) Black")] m_k: f32, #[name("(Whites) Cyan")] w_c: f32, #[name("(Whites) Magenta")] w_m: f32, #[name("(Whites) Yellow")] w_y: f32, #[name("(Whites) Black")] w_k: f32, #[name("(Neutrals) Cyan")] n_c: f32, #[name("(Neutrals) Magenta")] n_m: f32, #[name("(Neutrals) Yellow")] n_y: f32, #[name("(Neutrals) Black")] n_k: f32, #[name("(Blacks) Cyan")] k_c: f32, #[name("(Blacks) Magenta")] k_m: f32, #[name("(Blacks) Yellow")] k_y: f32, #[name("(Blacks) Black")] k_k: f32, _colors: SelectiveColorChoice, ) -> T { image.adjust(|color| { let color = color.to_gamma_srgb(); let (r, g, b, a) = color.components(); let min = |a: f32, b: f32, c: f32| a.min(b).min(c); let max = |a: f32, b: f32, c: f32| a.max(b).max(c); let med = |a: f32, b: f32, c: f32| a + b + c - min(a, b, c) - max(a, b, c); let max_channel = max(r, g, b); let min_channel = min(r, g, b); let pixel_color_range = |choice| match choice { SelectiveColorChoice::Reds => max_channel == r, SelectiveColorChoice::Yellows => min_channel == b, SelectiveColorChoice::Greens => max_channel == g, SelectiveColorChoice::Cyans => min_channel == r, SelectiveColorChoice::Blues => max_channel == b, SelectiveColorChoice::Magentas => min_channel == g, SelectiveColorChoice::Whites => r > 0.5 && g > 0.5 && b > 0.5, SelectiveColorChoice::Neutrals => r > 0. && g > 0. && b > 0. && r < 1. && g < 1. && b < 1., SelectiveColorChoice::Blacks => r < 0.5 && g < 0.5 && b < 0.5, }; let color_parameter_group_scale_factor_rgb = max(r, g, b) - med(r, g, b); let color_parameter_group_scale_factor_cmy = med(r, g, b) - min(r, g, b); // Used to apply the r, g, or b channel slope (by multiplying it by 1) in relative mode, or no slope (by multiplying it by 0) in absolute mode let (slope_r, slope_g, slope_b) = match mode { RelativeAbsolute::Relative => (r - 1., g - 1., b - 1.), RelativeAbsolute::Absolute => (-1., -1., -1.), }; let array = [ (SelectiveColorChoice::Reds, (r_c, r_m, r_y, r_k)), (SelectiveColorChoice::Yellows, (y_c, y_m, y_y, y_k)), (SelectiveColorChoice::Greens, (g_c, g_m, g_y, g_k)), (SelectiveColorChoice::Cyans, (c_c, c_m, c_y, c_k)), (SelectiveColorChoice::Blues, (b_c, b_m, b_y, b_k)), (SelectiveColorChoice::Magentas, (m_c, m_m, m_y, m_k)), (SelectiveColorChoice::Whites, (w_c, w_m, w_y, w_k)), (SelectiveColorChoice::Neutrals, (n_c, n_m, n_y, n_k)), (SelectiveColorChoice::Blacks, (k_c, k_m, k_y, k_k)), ]; let mut sum = Vec3::ZERO; for i in 0..array.len() { let (color_parameter_group, (c, m, y, k)) = array[i]; // Skip this color parameter group... // ...if it's unchanged from the default of zero offset on all CMYK parameters, or... // ...if this pixel's color isn't in the range affected by this color parameter group if (c < f32::EPSILON && m < f32::EPSILON && y < f32::EPSILON && k < f32::EPSILON) || (!pixel_color_range(color_parameter_group)) { continue; } let (c, m, y, k) = (c / 100., m / 100., y / 100., k / 100.); let color_parameter_group_scale_factor = match color_parameter_group { SelectiveColorChoice::Reds | SelectiveColorChoice::Greens | SelectiveColorChoice::Blues => color_parameter_group_scale_factor_rgb, SelectiveColorChoice::Cyans | SelectiveColorChoice::Magentas | SelectiveColorChoice::Yellows => color_parameter_group_scale_factor_cmy, SelectiveColorChoice::Whites => min(r, g, b) * 2. - 1., SelectiveColorChoice::Neutrals => 1. - ((max(r, g, b) - 0.5).abs() + (min(r, g, b) - 0.5).abs()), SelectiveColorChoice::Blacks => 1. - max(r, g, b) * 2., }; let offset_r = f32::clamp((c + k * (c + 1.)) * slope_r, -r, -r + 1.) * color_parameter_group_scale_factor; let offset_g = f32::clamp((m + k * (m + 1.)) * slope_g, -g, -g + 1.) * color_parameter_group_scale_factor; let offset_b = f32::clamp((y + k * (y + 1.)) * slope_b, -b, -b + 1.) * color_parameter_group_scale_factor; sum += Vec3::new(offset_r, offset_g, offset_b); } let rgb = Vec3::new(r, g, b); let color = Color::from_vec4(Vec4::from(((sum + rgb).clamp(Vec3::ZERO, Vec3::ONE), a))); color.to_linear_srgb() }); image } // Aims for interoperable compatibility with: // https://www.adobe.com/devnet-apps/photoshop/fileformatashtml/#:~:text=nvrt%27%20%3D%20Invert-,%27post%27%20%3D%20Posterize,-%27thrs%27%20%3D%20Threshold // // Algorithm based on: // https://www.axiomx.com/posterize.htm // This algorithm produces fully accurate output in relation to the industry standard. #[node_macro::node(category("Raster: Adjustment"), shader_node(PerPixelAdjust))] fn posterize>( _: impl Ctx, #[implementations( Table>, Table, Table, )] #[gpu_image] mut input: T, #[default(4)] #[hard_min(2)] levels: u32, ) -> T { input.adjust(|color| { let color = color.to_gamma_srgb(); let levels = levels as f32; let number_of_areas = levels.recip(); let size_of_areas = (levels - 1.).recip(); let channel = |channel: f32| (channel / number_of_areas).floor() * size_of_areas; let color = color.map_rgb(channel); color.to_linear_srgb() }); input } // Aims for interoperable compatibility with: // https://www.adobe.com/devnet-apps/photoshop/fileformatashtml/#:~:text=curv%27%20%3D%20Curves-,%27expA%27%20%3D%20Exposure,-%27vibA%27%20%3D%20Vibrance // https://www.adobe.com/devnet-apps/photoshop/fileformatashtml/#:~:text=Flag%20(%20%3D%20128%20)-,Exposure,-Key%20is%20%27expA // // Algorithm based on: // https://geraldbakker.nl/psnumbers/exposure.html #[node_macro::node(category("Raster: Adjustment"), properties("exposure_properties"), shader_node(PerPixelAdjust))] fn exposure>( _: impl Ctx, #[implementations( Table>, Table, Table, )] #[gpu_image] mut input: T, exposure: f32, offset: f32, #[default(1.)] #[range((0.01, 10.))] #[hard_min(0.0001)] gamma_correction: f32, ) -> T { input.adjust(|color| { let adjusted = color // Exposure .map_rgb(|c: f32| c * 2_f32.powf(exposure)) // Offset .map_rgb(|c: f32| c + offset) // Gamma correction .gamma(gamma_correction); adjusted.map_rgb(|c: f32| c.clamp(0., 1.)) }); input } #[cfg(feature = "std")] mod _graphene_hash_impls { use super::{CellularDistanceFunction, CellularReturnType, DomainWarpType, FractalType, LuminanceCalculation, NoiseType, RedGreenBlue, RedGreenBlueAlpha, RelativeAbsolute, SelectiveColorChoice}; graphene_hash::impl_via_hash!( LuminanceCalculation, RedGreenBlue, RedGreenBlueAlpha, NoiseType, FractalType, CellularDistanceFunction, CellularReturnType, DomainWarpType, RelativeAbsolute, SelectiveColorChoice ); }