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"), } } } impl BlendMode { pub fn list() -> [BlendMode; 26] { [ BlendMode::Normal, BlendMode::Multiply, BlendMode::Darken, BlendMode::ColorBurn, BlendMode::LinearBurn, BlendMode::DarkerColor, BlendMode::Screen, BlendMode::Lighten, BlendMode::ColorDodge, BlendMode::LinearDodge, BlendMode::LighterColor, BlendMode::Overlay, BlendMode::SoftLight, BlendMode::HardLight, BlendMode::VividLight, BlendMode::LinearLight, BlendMode::PinLight, BlendMode::HardMix, BlendMode::Difference, BlendMode::Exclusion, BlendMode::Subtract, BlendMode::Divide, BlendMode::Hue, BlendMode::Saturation, BlendMode::Color, BlendMode::Luminosity, ] } } #[cfg_attr(feature = "serde", derive(serde::Serialize, serde::Deserialize))] #[derive(Debug, Default, Clone, Copy, Eq, PartialEq, DynAny, specta::Type, Hash)] pub enum BlendMode { #[default] // Basic group Normal, // Not supported by SVG, but we should someday support: Dissolve // Darken group Multiply, Darken, ColorBurn, LinearBurn, DarkerColor, // Lighten group Screen, Lighten, ColorDodge, LinearDodge, LighterColor, // Contrast group Overlay, SoftLight, HardLight, VividLight, LinearLight, PinLight, HardMix, // Inversion group Difference, Exclusion, Subtract, Divide, // Component group Hue, Saturation, Color, Luminosity, } impl std::fmt::Display for BlendMode { fn fmt(&self, f: &mut std::fmt::Formatter<'_>) -> std::fmt::Result { match self { BlendMode::Normal => write!(f, "Normal"), BlendMode::Multiply => write!(f, "Multiply"), BlendMode::Darken => write!(f, "Darken"), BlendMode::ColorBurn => write!(f, "Color Burn"), BlendMode::LinearBurn => write!(f, "Linear Burn"), BlendMode::DarkerColor => write!(f, "Darker Color"), BlendMode::Screen => write!(f, "Screen"), BlendMode::Lighten => write!(f, "Lighten"), BlendMode::ColorDodge => write!(f, "Color Dodge"), BlendMode::LinearDodge => write!(f, "Linear Dodge"), BlendMode::LighterColor => write!(f, "Lighter Color"), BlendMode::Overlay => write!(f, "Overlay"), BlendMode::SoftLight => write!(f, "Soft Light"), BlendMode::HardLight => write!(f, "Hard Light"), BlendMode::VividLight => write!(f, "Vivid Light"), BlendMode::LinearLight => write!(f, "Linear Light"), BlendMode::PinLight => write!(f, "Pin Light"), BlendMode::HardMix => write!(f, "Hard Mix"), BlendMode::Difference => write!(f, "Difference"), BlendMode::Exclusion => write!(f, "Exclusion"), BlendMode::Subtract => write!(f, "Subtract"), BlendMode::Divide => write!(f, "Divide"), BlendMode::Hue => write!(f, "Hue"), BlendMode::Saturation => write!(f, "Saturation"), BlendMode::Color => write!(f, "Color"), BlendMode::Luminosity => write!(f, "Luminosity"), } } } #[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 BlendNode { blend_mode: BlendMode, opacity: Opacity, } #[node_macro::node_fn(BlendNode)] fn blend_node(input: (Color, Color), blend_mode: BlendMode, opacity: f64) -> Color { let (source_color, backdrop) = input; let actual_opacity = 1. - (opacity / 100.) as f32; return match blend_mode { BlendMode::Normal => backdrop.blend_rgb(source_color, Color::blend_normal), BlendMode::Multiply => backdrop.blend_rgb(source_color, Color::blend_multiply), BlendMode::Darken => backdrop.blend_rgb(source_color, Color::blend_darken), BlendMode::ColorBurn => backdrop.blend_rgb(source_color, Color::blend_color_burn), BlendMode::LinearBurn => backdrop.blend_rgb(source_color, Color::blend_linear_burn), BlendMode::DarkerColor => backdrop.blend_darker_color(source_color), BlendMode::Screen => backdrop.blend_rgb(source_color, Color::blend_screen), BlendMode::Lighten => backdrop.blend_rgb(source_color, Color::blend_lighten), BlendMode::ColorDodge => backdrop.blend_rgb(source_color, Color::blend_color_dodge), BlendMode::LinearDodge => backdrop.blend_rgb(source_color, Color::blend_linear_dodge), BlendMode::LighterColor => backdrop.blend_lighter_color(source_color), BlendMode::Overlay => source_color.blend_rgb(backdrop, Color::blend_hardlight), BlendMode::SoftLight => backdrop.blend_rgb(source_color, Color::blend_softlight), BlendMode::HardLight => backdrop.blend_rgb(source_color, Color::blend_hardlight), BlendMode::VividLight => backdrop.blend_rgb(source_color, Color::blend_vivid_light), BlendMode::LinearLight => backdrop.blend_rgb(source_color, Color::blend_linear_light), BlendMode::PinLight => backdrop.blend_rgb(source_color, Color::blend_pin_light), BlendMode::HardMix => backdrop.blend_rgb(source_color, Color::blend_hard_mix), BlendMode::Difference => backdrop.blend_rgb(source_color, Color::blend_exclusion), BlendMode::Exclusion => backdrop.blend_rgb(source_color, Color::blend_exclusion), BlendMode::Subtract => backdrop.blend_rgb(source_color, Color::blend_subtract), BlendMode::Divide => backdrop.blend_rgb(source_color, Color::blend_divide), BlendMode::Hue => backdrop.blend_hue(source_color), BlendMode::Saturation => backdrop.blend_saturation(source_color), BlendMode::Color => backdrop.blend_color(source_color), BlendMode::Luminosity => backdrop.blend_luminosity(source_color), } .lerp(backdrop, actual_opacity) .unwrap(); } #[derive(Debug, Clone, Copy)] pub struct VibranceNode { vibrance: Vibrance, } // From 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 #[node_macro::node_fn(VibranceNode)] fn vibrance_node(color: Color, vibrance: f64) -> Color { // TODO: Remove conversion to linear when the whole node graph uses linear color let color = color.to_linear_srgb(); let vibrance = vibrance as f32 / 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(|channel| (channel * scale - channel_reduction)).to_linear_srgb(); let luminance = altered_color.luminance_srgb(); let altered_color = altered_color.map_rgb(|channel| channel * 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(|channel| (channel - luminance) * scale + luminance) } else { altered_color }; let altered_color = altered_color.to_gamma_srgb(); let altered_color = 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(|channel| channel * (1. - factor) + luminance * factor) }; // TODO: Remove conversion to linear when the whole node graph uses linear color altered_color.to_gamma_srgb() } #[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) }