Graphite/node-graph/gcore/src/raster/adjustments.rs

881 lines
27 KiB
Rust

use super::Color;
use crate::Node;
use core::fmt::Debug;
use dyn_any::{DynAny, StaticType};
#[cfg(feature = "serde")]
use serde::{Deserialize, Serialize};
#[cfg(target_arch = "spirv")]
use spirv_std::num_traits::float::Float;
#[cfg_attr(feature = "serde", derive(serde::Serialize, serde::Deserialize))]
#[cfg_attr(feature = "std", derive(specta::Type))]
#[derive(Debug, Default, Clone, Copy, Eq, PartialEq, DynAny, 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 core::fmt::Display for LuminanceCalculation {
fn fmt(&self, f: &mut core::fmt::Formatter<'_>) -> core::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; 29] {
[
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,
BlendMode::InsertRed,
BlendMode::InsertGreen,
BlendMode::InsertBlue,
]
}
}
#[cfg_attr(feature = "serde", derive(serde::Serialize, serde::Deserialize))]
#[cfg_attr(feature = "std", derive(specta::Type))]
#[derive(Debug, Default, Clone, Copy, Eq, PartialEq, DynAny, 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,
// Other Stuff
InsertRed,
InsertGreen,
InsertBlue,
}
impl core::fmt::Display for BlendMode {
fn fmt(&self, f: &mut core::fmt::Formatter<'_>) -> core::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"),
BlendMode::InsertRed => write!(f, "Insert Red"),
BlendMode::InsertGreen => write!(f, "Insert Green"),
BlendMode::InsertBlue => write!(f, "Insert Blue"),
}
}
}
#[derive(Debug, Clone, Copy, Default)]
pub struct LuminanceNode<LuminanceCalculation> {
luminance_calc: LuminanceCalculation,
}
#[node_macro::node_fn(LuminanceNode)]
fn luminance_color_node(color: Color, luminance_calc: LuminanceCalculation) -> 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)
}
#[derive(Debug, Clone, Copy, Default)]
pub struct ExtractChannelNode<TargetChannel> {
channel: TargetChannel,
}
#[node_macro::node_fn(ExtractChannelNode)]
fn extract_channel_node(color: Color, channel: RedGreenBlue) -> Color {
let extracted_value = match channel {
RedGreenBlue::Red => color.r(),
RedGreenBlue::Green => color.g(),
RedGreenBlue::Blue => color.b(),
};
return color.map_rgb(|_| extracted_value);
}
#[derive(Debug, Clone, Copy, Default)]
pub struct ExtractAlphaNode;
#[node_macro::node_fn(ExtractAlphaNode)]
fn extract_alpha_node(color: Color) -> Color {
let alpha = color.a();
Color::from_rgbaf32(alpha, alpha, alpha, 1.0).unwrap()
}
#[derive(Debug, Clone, Copy, Default)]
pub struct LevelsNode<InputStart, InputMid, InputEnd, OutputStart, OutputEnd> {
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 {
let color = color.to_gamma_srgb();
// Input Range (Range: 0-1)
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 (Range: 0-1)
let output_minimums = (output_start / 100.) as f32;
let output_maximums = (output_end / 100.) as f32;
// 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).max(f32::EPSILON).min(1.);
let color = color.map_rgb(|c| (c - input_shadows).max(0.) / highlights_minus_shadows);
// 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()
}
#[derive(Debug, Clone, Copy, Default)]
pub struct GrayscaleNode<Tint, Reds, Yellows, Greens, Cyans, Blues, Magentas> {
tint: Tint,
reds: Reds,
yellows: Yellows,
greens: Greens,
cyans: Cyans,
blues: Blues,
magentas: Magentas,
}
// From <https://stackoverflow.com/a/55233732/775283>
// 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 color = color.to_gamma_srgb();
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)
let color = tint.with_luminance(luminance);
color.to_linear_srgb()
}
#[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, Saturation, Lightness> {
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 color = color.to_gamma_srgb();
let [hue, saturation, lightness, alpha] = color.to_hsla();
let color = Color::from_hsla(
(hue + hue_shift as f32 / 360.) % 1.,
// TODO: Improve the way saturation works (it's slightly off)
(saturation + saturation_shift as f32 / 100.).clamp(0., 1.),
// TODO: Fix the way lightness works (it's very off)
(lightness + lightness_shift as f32 / 100.).clamp(0., 1.),
alpha,
);
color.to_linear_srgb()
}
}
#[derive(Debug, Clone, Copy)]
pub struct InvertRGBNode;
#[node_macro::node_fn(InvertRGBNode)]
fn invert_image(color: Color) -> Color {
let color = color.to_gamma_srgb();
let color = color.map_rgb(|c| color.a() - c);
color.to_linear_srgb()
}
// TODO replace with trait based implementation
impl<'i> Node<'i, &'i Color> for InvertRGBNode {
type Output = Color;
fn eval(&'i self, color: &'i Color) -> Self::Output {
let color = color.to_gamma_srgb();
let color = color.map_rgb(|c| color.a() - c);
color.to_linear_srgb()
}
}
#[derive(Debug, Clone, Copy)]
pub struct ThresholdNode<MinLuminance, MaxLuminance, LuminanceCalc> {
min_luminance: MinLuminance,
max_luminance: MaxLuminance,
luminance_calc: LuminanceCalc,
}
#[node_macro::node_fn(ThresholdNode)]
fn threshold_node(color: Color, min_luminance: f64, max_luminance: f64, luminance_calc: LuminanceCalculation) -> Color {
let min_luminance = Color::srgb_to_linear(min_luminance as f32 / 100.);
let max_luminance = Color::srgb_to_linear(max_luminance as f32 / 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
}
}
#[derive(Debug, Clone, Copy)]
pub struct BlendNode<BlendMode, Opacity> {
blend_mode: BlendMode,
opacity: Opacity,
}
#[node_macro::node_fn(BlendNode)]
fn blend_node(input: (Color, Color), blend_mode: BlendMode, opacity: f64) -> Color {
let opacity = opacity / 100.;
let (foreground, background) = input;
let target_color = match blend_mode {
BlendMode::Normal => background.blend_rgb(foreground, Color::blend_normal),
BlendMode::Multiply => background.blend_rgb(foreground, Color::blend_multiply),
BlendMode::Darken => background.blend_rgb(foreground, Color::blend_darken),
BlendMode::ColorBurn => background.blend_rgb(foreground, Color::blend_color_burn),
BlendMode::LinearBurn => background.blend_rgb(foreground, Color::blend_linear_burn),
BlendMode::DarkerColor => background.blend_darker_color(foreground),
BlendMode::Screen => background.blend_rgb(foreground, Color::blend_screen),
BlendMode::Lighten => background.blend_rgb(foreground, Color::blend_lighten),
BlendMode::ColorDodge => background.blend_rgb(foreground, Color::blend_color_dodge),
BlendMode::LinearDodge => background.blend_rgb(foreground, Color::blend_linear_dodge),
BlendMode::LighterColor => background.blend_lighter_color(foreground),
BlendMode::Overlay => foreground.blend_rgb(background, Color::blend_hardlight),
BlendMode::SoftLight => background.blend_rgb(foreground, Color::blend_softlight),
BlendMode::HardLight => background.blend_rgb(foreground, Color::blend_hardlight),
BlendMode::VividLight => background.blend_rgb(foreground, Color::blend_vivid_light),
BlendMode::LinearLight => background.blend_rgb(foreground, Color::blend_linear_light),
BlendMode::PinLight => background.blend_rgb(foreground, Color::blend_pin_light),
BlendMode::HardMix => background.blend_rgb(foreground, Color::blend_hard_mix),
BlendMode::Difference => background.blend_rgb(foreground, Color::blend_exclusion),
BlendMode::Exclusion => background.blend_rgb(foreground, Color::blend_exclusion),
BlendMode::Subtract => background.blend_rgb(foreground, Color::blend_subtract),
BlendMode::Divide => background.blend_rgb(foreground, Color::blend_divide),
BlendMode::Hue => background.blend_hue(foreground),
BlendMode::Saturation => background.blend_saturation(foreground),
BlendMode::Color => background.blend_color(foreground),
BlendMode::Luminosity => background.blend_luminosity(foreground),
BlendMode::InsertRed => foreground.with_red(background.r()),
BlendMode::InsertGreen => foreground.with_green(background.g()),
BlendMode::InsertBlue => foreground.with_blue(background.b()),
};
background.alpha_blend(target_color.to_associated_alpha(opacity as f32))
}
#[derive(Debug, Clone, Copy)]
pub struct VibranceNode<Vibrance> {
vibrance: Vibrance,
}
// Modified 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 {
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(|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)
}
}
#[cfg_attr(feature = "serde", derive(Serialize, Deserialize))]
#[cfg_attr(feature = "std", derive(specta::Type))]
#[derive(Debug, Clone, Copy, PartialEq, Eq, Hash, DynAny)]
pub enum RedGreenBlue {
Red,
Green,
Blue,
}
impl core::fmt::Display for RedGreenBlue {
fn fmt(&self, f: &mut core::fmt::Formatter<'_>) -> core::fmt::Result {
match self {
RedGreenBlue::Red => write!(f, "Red"),
RedGreenBlue::Green => write!(f, "Green"),
RedGreenBlue::Blue => write!(f, "Blue"),
}
}
}
#[derive(Debug, Clone, Copy)]
pub struct ChannelMixerNode<Monochrome, MonochromeR, MonochromeG, MonochromeB, MonochromeC, RedR, RedG, RedB, RedC, GreenR, GreenG, GreenB, GreenC, BlueR, BlueG, BlueB, BlueC> {
monochrome: Monochrome,
monochrome_r: MonochromeR,
monochrome_g: MonochromeG,
monochrome_b: MonochromeB,
monochrome_c: MonochromeC,
red_r: RedR,
red_g: RedG,
red_b: RedB,
red_c: RedC,
green_r: GreenR,
green_g: GreenG,
green_b: GreenB,
green_c: GreenC,
blue_r: BlueR,
blue_g: BlueG,
blue_b: BlueB,
blue_c: BlueC,
}
#[node_macro::node_fn(ChannelMixerNode)]
fn channel_mixer_node(
color: Color,
monochrome: bool,
monochrome_r: f64,
monochrome_g: f64,
monochrome_b: f64,
monochrome_c: f64,
red_r: f64,
red_g: f64,
red_b: f64,
red_c: f64,
green_r: f64,
green_g: f64,
green_b: f64,
green_c: f64,
blue_r: f64,
blue_g: f64,
blue_b: f64,
blue_c: f64,
) -> 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 as f32 / 100., monochrome_g as f32 / 100., monochrome_b as f32 / 100., monochrome_c as f32 / 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 as f32 / 100., red_g as f32 / 100., red_b as f32 / 100., red_c as f32 / 100.);
let (green_r, green_g, green_b, green_c) = (green_r as f32 / 100., green_g as f32 / 100., green_b as f32 / 100., green_c as f32 / 100.);
let (blue_r, blue_g, blue_b, blue_c) = (blue_r as f32 / 100., blue_g as f32 / 100., blue_b as f32 / 100., blue_c as f32 / 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()
}
#[cfg_attr(feature = "serde", derive(Serialize, Deserialize))]
#[cfg_attr(feature = "std", derive(specta::Type))]
#[derive(Debug, Clone, Copy, PartialEq, Eq, Hash, DynAny)]
pub enum RelativeAbsolute {
Relative,
Absolute,
}
impl core::fmt::Display for RelativeAbsolute {
fn fmt(&self, f: &mut core::fmt::Formatter<'_>) -> core::fmt::Result {
match self {
RelativeAbsolute::Relative => write!(f, "Relative"),
RelativeAbsolute::Absolute => write!(f, "Absolute"),
}
}
}
#[repr(C)]
#[cfg_attr(feature = "serde", derive(Serialize, Deserialize))]
#[cfg_attr(feature = "std", derive(specta::Type))]
#[derive(Debug, Clone, Copy, PartialEq, Eq, Hash, DynAny)]
pub enum SelectiveColorChoice {
Reds,
Yellows,
Greens,
Cyans,
Blues,
Magentas,
Whites,
Neutrals,
Blacks,
}
impl core::fmt::Display for SelectiveColorChoice {
fn fmt(&self, f: &mut core::fmt::Formatter<'_>) -> core::fmt::Result {
match self {
SelectiveColorChoice::Reds => write!(f, "Reds"),
SelectiveColorChoice::Yellows => write!(f, "Yellows"),
SelectiveColorChoice::Greens => write!(f, "Greens"),
SelectiveColorChoice::Cyans => write!(f, "Cyans"),
SelectiveColorChoice::Blues => write!(f, "Blues"),
SelectiveColorChoice::Magentas => write!(f, "Magentas"),
SelectiveColorChoice::Whites => write!(f, "Whites"),
SelectiveColorChoice::Neutrals => write!(f, "Neutrals"),
SelectiveColorChoice::Blacks => write!(f, "Blacks"),
}
}
}
#[derive(Debug, Clone, Copy)]
pub struct SelectiveColorNode<Absolute, RC, RM, RY, RK, YC, YM, YY, YK, GC, GM, GY, GK, CC, CM, CY, CK, BC, BM, BY, BK, MC, MM, MY, MK, WC, WM, WY, WK, NC, NM, NY, NK, KC, KM, KY, KK> {
mode: Absolute,
r_c: RC,
r_m: RM,
r_y: RY,
r_k: RK,
y_c: YC,
y_m: YM,
y_y: YY,
y_k: YK,
g_c: GC,
g_m: GM,
g_y: GY,
g_k: GK,
c_c: CC,
c_m: CM,
c_y: CY,
c_k: CK,
b_c: BC,
b_m: BM,
b_y: BY,
b_k: BK,
m_c: MC,
m_m: MM,
m_y: MY,
m_k: MK,
w_c: WC,
w_m: WM,
w_y: WY,
w_k: WK,
n_c: NC,
n_m: NM,
n_y: NY,
n_k: NK,
k_c: KC,
k_m: KM,
k_y: KY,
k_k: KK,
}
// Based on https://blog.pkh.me/p/22-understanding-selective-coloring-in-adobe-photoshop.html
#[node_macro::node_fn(SelectiveColorNode)]
fn selective_color_node(
color: Color,
mode: RelativeAbsolute,
r_c: f64,
r_m: f64,
r_y: f64,
r_k: f64,
y_c: f64,
y_m: f64,
y_y: f64,
y_k: f64,
g_c: f64,
g_m: f64,
g_y: f64,
g_k: f64,
c_c: f64,
c_m: f64,
c_y: f64,
c_k: f64,
b_c: f64,
b_m: f64,
b_y: f64,
b_k: f64,
m_c: f64,
m_m: f64,
m_y: f64,
m_k: f64,
w_c: f64,
w_m: f64,
w_y: f64,
w_k: f64,
n_c: f64,
n_m: f64,
n_y: f64,
n_k: f64,
k_c: f64,
k_m: f64,
k_y: f64,
k_k: f64,
) -> 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 (sum_r, sum_g, sum_b) = [
(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)),
]
.into_iter()
.fold((0., 0., 0.), |acc, (color_parameter_group, (c, m, y, k))| {
// Skip this color parameter group...
// ...if it's unchanged from the default of zero offset on all CMYK paramters, or...
// ...if this pixel's color isn't in the range affected by this color parameter group
if (c < f64::EPSILON && m < f64::EPSILON && y < f64::EPSILON && k < f64::EPSILON) || (!pixel_color_range(color_parameter_group)) {
return acc;
}
let (c, m, y, k) = (c as f32 / 100., m as f32 / 100., y as f32 / 100., k as f32 / 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 = ((c + k * (c + 1.)) * slope_r).clamp(-r, -r + 1.) * color_parameter_group_scale_factor;
let offset_g = ((m + k * (m + 1.)) * slope_g).clamp(-g, -g + 1.) * color_parameter_group_scale_factor;
let offset_b = ((y + k * (y + 1.)) * slope_b).clamp(-b, -b + 1.) * color_parameter_group_scale_factor;
(acc.0 + offset_r, acc.1 + offset_g, acc.2 + offset_b)
});
let color = Color::from_rgbaf32_unchecked((r + sum_r).clamp(0., 1.), (g + sum_g).clamp(0., 1.), (b + sum_b).clamp(0., 1.), a);
color.to_linear_srgb()
}
#[derive(Debug, Clone, Copy)]
pub struct OpacityNode<O> {
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<P> {
posterize_value: P,
}
// Based on http://www.axiomx.com/posterize.htm
// This algorithm is perfectly accurate.
#[node_macro::node_fn(PosterizeNode)]
fn posterize(color: Color, posterize_value: f64) -> Color {
let color = color.to_gamma_srgb();
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;
let color = color.map_rgb(channel);
color.to_linear_srgb()
}
#[derive(Debug, Clone, Copy)]
pub struct ExposureNode<Exposure, Offset, GammaCorrection> {
exposure: Exposure,
offset: Offset,
gamma_correction: GammaCorrection,
}
// Based on https://geraldbakker.nl/psnumbers/exposure.html
#[node_macro::node_fn(ExposureNode)]
fn exposure(color: Color, exposure: f64, offset: f64, gamma_correction: f64) -> Color {
let adjusted = color
// Exposure
.map_rgb(|c: f32| c * 2_f32.powf(exposure as f32))
// Offset
.map_rgb(|c: f32| c + offset as f32)
// Gamma correction
.gamma(gamma_correction as f32);
adjusted.map_rgb(|c: f32| c.clamp(0., 1.))
}
#[cfg(feature = "alloc")]
pub use index_node::IndexNode;
#[cfg(feature = "alloc")]
mod index_node {
use crate::raster::{Color, ImageFrame};
use crate::Node;
#[derive(Debug)]
pub struct IndexNode<Index> {
pub index: Index,
}
#[node_macro::node_fn(IndexNode)]
pub fn index_node(input: Vec<ImageFrame<Color>>, index: u32) -> ImageFrame<Color> {
if (index as usize) < input.len() {
input[index as usize].clone()
} else {
warn!("The number of segments is {} and the requested segment is {}!", input.len(), index);
ImageFrame::empty()
}
}
}