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

497 lines
17 KiB
Rust

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<LuminanceCalculation> {
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<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 {
// 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, 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 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, 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 [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<LuminanceCalculation, Threshold> {
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<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 (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: 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, Contrast> {
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<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
#[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, Offset, GammaCorrection> {
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)
}