497 lines
17 KiB
Rust
497 lines
17 KiB
Rust
use super::Color;
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use crate::Node;
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use core::fmt::Debug;
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use dyn_any::{DynAny, StaticType};
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#[cfg_attr(feature = "serde", derive(serde::Serialize, serde::Deserialize))]
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#[derive(Debug, Default, Clone, Copy, Eq, PartialEq, DynAny, specta::Type, Hash)]
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pub enum LuminanceCalculation {
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#[default]
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SRGB,
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Perceptual,
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AverageChannels,
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MinimumChannels,
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MaximumChannels,
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}
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impl LuminanceCalculation {
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pub fn list() -> [LuminanceCalculation; 5] {
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[
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LuminanceCalculation::SRGB,
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LuminanceCalculation::Perceptual,
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LuminanceCalculation::AverageChannels,
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LuminanceCalculation::MinimumChannels,
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LuminanceCalculation::MaximumChannels,
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]
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}
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}
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impl std::fmt::Display for LuminanceCalculation {
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fn fmt(&self, f: &mut std::fmt::Formatter<'_>) -> std::fmt::Result {
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match self {
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LuminanceCalculation::SRGB => write!(f, "sRGB"),
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LuminanceCalculation::Perceptual => write!(f, "Perceptual"),
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LuminanceCalculation::AverageChannels => write!(f, "Average Channels"),
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LuminanceCalculation::MinimumChannels => write!(f, "Minimum Channels"),
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LuminanceCalculation::MaximumChannels => write!(f, "Maximum Channels"),
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}
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}
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}
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impl BlendMode {
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pub fn list() -> [BlendMode; 26] {
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[
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BlendMode::Normal,
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BlendMode::Multiply,
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BlendMode::Darken,
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BlendMode::ColorBurn,
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BlendMode::LinearBurn,
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BlendMode::DarkerColor,
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BlendMode::Screen,
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BlendMode::Lighten,
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BlendMode::ColorDodge,
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BlendMode::LinearDodge,
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BlendMode::LighterColor,
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BlendMode::Overlay,
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BlendMode::SoftLight,
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BlendMode::HardLight,
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BlendMode::VividLight,
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BlendMode::LinearLight,
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BlendMode::PinLight,
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BlendMode::HardMix,
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BlendMode::Difference,
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BlendMode::Exclusion,
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BlendMode::Subtract,
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BlendMode::Divide,
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BlendMode::Hue,
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BlendMode::Saturation,
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BlendMode::Color,
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BlendMode::Luminosity,
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]
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}
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}
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#[cfg_attr(feature = "serde", derive(serde::Serialize, serde::Deserialize))]
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#[derive(Debug, Default, Clone, Copy, Eq, PartialEq, DynAny, specta::Type, Hash)]
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pub enum BlendMode {
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#[default]
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// Basic group
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Normal,
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// Not supported by SVG, but we should someday support: Dissolve
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// Darken group
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Multiply,
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Darken,
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ColorBurn,
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LinearBurn,
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DarkerColor,
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// Lighten group
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Screen,
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Lighten,
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ColorDodge,
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LinearDodge,
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LighterColor,
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// Contrast group
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Overlay,
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SoftLight,
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HardLight,
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VividLight,
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LinearLight,
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PinLight,
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HardMix,
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// Inversion group
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Difference,
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Exclusion,
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Subtract,
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Divide,
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// Component group
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Hue,
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Saturation,
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Color,
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Luminosity,
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}
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impl std::fmt::Display for BlendMode {
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fn fmt(&self, f: &mut std::fmt::Formatter<'_>) -> std::fmt::Result {
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match self {
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BlendMode::Normal => write!(f, "Normal"),
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BlendMode::Multiply => write!(f, "Multiply"),
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BlendMode::Darken => write!(f, "Darken"),
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BlendMode::ColorBurn => write!(f, "Color Burn"),
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BlendMode::LinearBurn => write!(f, "Linear Burn"),
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BlendMode::DarkerColor => write!(f, "Darker Color"),
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BlendMode::Screen => write!(f, "Screen"),
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BlendMode::Lighten => write!(f, "Lighten"),
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BlendMode::ColorDodge => write!(f, "Color Dodge"),
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BlendMode::LinearDodge => write!(f, "Linear Dodge"),
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BlendMode::LighterColor => write!(f, "Lighter Color"),
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BlendMode::Overlay => write!(f, "Overlay"),
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BlendMode::SoftLight => write!(f, "Soft Light"),
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BlendMode::HardLight => write!(f, "Hard Light"),
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BlendMode::VividLight => write!(f, "Vivid Light"),
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BlendMode::LinearLight => write!(f, "Linear Light"),
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BlendMode::PinLight => write!(f, "Pin Light"),
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BlendMode::HardMix => write!(f, "Hard Mix"),
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BlendMode::Difference => write!(f, "Difference"),
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BlendMode::Exclusion => write!(f, "Exclusion"),
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BlendMode::Subtract => write!(f, "Subtract"),
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BlendMode::Divide => write!(f, "Divide"),
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BlendMode::Hue => write!(f, "Hue"),
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BlendMode::Saturation => write!(f, "Saturation"),
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BlendMode::Color => write!(f, "Color"),
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BlendMode::Luminosity => write!(f, "Luminosity"),
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}
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}
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}
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#[derive(Debug, Clone, Copy, Default)]
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pub struct LuminanceNode<LuminanceCalculation> {
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luma_calculation: LuminanceCalculation,
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}
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#[node_macro::node_fn(LuminanceNode)]
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fn luminance_color_node(color: Color, luma_calculation: LuminanceCalculation) -> Color {
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// TODO: Remove conversion to linear when the whole node graph uses linear color
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let color = color.to_linear_srgb();
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let luminance = match luma_calculation {
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LuminanceCalculation::SRGB => color.luminance_srgb(),
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LuminanceCalculation::Perceptual => color.luminance_perceptual(),
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LuminanceCalculation::AverageChannels => color.average_rgb_channels(),
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LuminanceCalculation::MinimumChannels => color.minimum_rgb_channels(),
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LuminanceCalculation::MaximumChannels => color.maximum_rgb_channels(),
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};
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// TODO: Remove conversion to linear when the whole node graph uses linear color
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let luminance = Color::linear_to_srgb(luminance);
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color.map_rgb(|_| luminance)
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}
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#[derive(Debug, Clone, Copy, Default)]
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pub struct LevelsNode<InputStart, InputMid, InputEnd, OutputStart, OutputEnd> {
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input_start: InputStart,
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input_mid: InputMid,
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input_end: InputEnd,
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output_start: OutputStart,
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output_end: OutputEnd,
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}
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// From https://stackoverflow.com/questions/39510072/algorithm-for-adjustment-of-image-levels
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#[node_macro::node_fn(LevelsNode)]
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fn levels_node(color: Color, input_start: f64, input_mid: f64, input_end: f64, output_start: f64, output_end: f64) -> Color {
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// Input Range
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let input_shadows = (input_start / 100.) as f32;
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let input_midtones = (input_mid / 100.) as f32;
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let input_highlights = (input_end / 100.) as f32;
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// Output Range
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let output_minimums = (output_start / 100.) as f32;
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let output_maximums = (output_end / 100.) as f32;
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// Midtones interpolation factor between minimums and maximums
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let midtones = output_minimums + (output_maximums - output_minimums) * input_midtones;
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// Gamma correction
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let gamma = if midtones < 0.5 {
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1. / (1. + (9. * (1. - midtones * 2.))).min(9.99)
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} else {
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1. / ((1. - midtones) * 2.).max(0.01)
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};
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// Input levels
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let color = color.map_rgb(|channel| (channel - input_shadows) / (input_highlights - input_shadows));
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// Midtones
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let color = color.map_rgb(|channel| channel.powf(gamma));
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// Output levels
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color.map_rgb(|channel| channel * (output_maximums - output_minimums) + output_minimums)
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}
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#[derive(Debug, Clone, Copy, Default)]
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pub struct GrayscaleNode<Tint, Reds, Yellows, Greens, Cyans, Blues, Magentas> {
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tint: Tint,
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reds: Reds,
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yellows: Yellows,
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greens: Greens,
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cyans: Cyans,
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blues: Blues,
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magentas: Magentas,
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}
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// From <https://stackoverflow.com/a/55233732/775283>
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// Works the same for gamma and linear color
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#[node_macro::node_fn(GrayscaleNode)]
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fn grayscale_color_node(color: Color, tint: Color, reds: f64, yellows: f64, greens: f64, cyans: f64, blues: f64, magentas: f64) -> Color {
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let reds = reds as f32 / 100.;
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let yellows = yellows as f32 / 100.;
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let greens = greens as f32 / 100.;
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let cyans = cyans as f32 / 100.;
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let blues = blues as f32 / 100.;
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let magentas = magentas as f32 / 100.;
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let gray_base = color.r().min(color.g()).min(color.b());
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let red_part = color.r() - gray_base;
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let green_part = color.g() - gray_base;
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let blue_part = color.b() - gray_base;
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let additional = if red_part == 0. {
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let cyan_part = green_part.min(blue_part);
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cyan_part * cyans + (green_part - cyan_part) * greens + (blue_part - cyan_part) * blues
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} else if green_part == 0. {
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let magenta_part = red_part.min(blue_part);
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magenta_part * magentas + (red_part - magenta_part) * reds + (blue_part - magenta_part) * blues
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} else {
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let yellow_part = red_part.min(green_part);
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yellow_part * yellows + (red_part - yellow_part) * reds + (green_part - yellow_part) * greens
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};
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let luminance = gray_base + additional;
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// TODO: Fix "Color" blend mode implementation so it matches the expected behavior perfectly (it's currently close)
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tint.with_luminance(luminance)
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}
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#[cfg(not(target_arch = "spirv"))]
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pub use hue_shift::HueSaturationNode;
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// 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)
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#[cfg(not(target_arch = "spirv"))]
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mod hue_shift {
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use super::*;
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#[derive(Debug)]
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pub struct HueSaturationNode<Hue, Saturation, Lightness> {
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hue_shift: Hue,
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saturation_shift: Saturation,
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lightness_shift: Lightness,
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}
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#[node_macro::node_fn(HueSaturationNode)]
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fn hue_shift_color_node(color: Color, hue_shift: f64, saturation_shift: f64, lightness_shift: f64) -> Color {
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let [hue, saturation, lightness, alpha] = color.to_hsla();
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Color::from_hsla(
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(hue + hue_shift as f32 / 360.) % 1.,
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(saturation + saturation_shift as f32 / 100.).clamp(0., 1.),
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(lightness + lightness_shift as f32 / 100.).clamp(0., 1.),
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alpha,
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)
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}
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}
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#[derive(Debug, Clone, Copy)]
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pub struct InvertRGBNode;
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#[node_macro::node_fn(InvertRGBNode)]
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fn invert_image(color: Color) -> Color {
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color.map_rgb(|c| 1. - c)
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}
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#[derive(Debug, Clone, Copy)]
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pub struct ThresholdNode<LuminanceCalculation, Threshold> {
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luma_calculation: LuminanceCalculation,
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threshold: Threshold,
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}
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#[node_macro::node_fn(ThresholdNode)]
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fn threshold_node(color: Color, luma_calculation: LuminanceCalculation, threshold: f64) -> Color {
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let threshold = Color::srgb_to_linear(threshold as f32 / 100.);
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// TODO: Remove conversion to linear when the whole node graph uses linear color
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let color = color.to_linear_srgb();
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let luminance = match luma_calculation {
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LuminanceCalculation::SRGB => color.luminance_srgb(),
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LuminanceCalculation::Perceptual => color.luminance_perceptual(),
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LuminanceCalculation::AverageChannels => color.average_rgb_channels(),
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LuminanceCalculation::MinimumChannels => color.minimum_rgb_channels(),
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LuminanceCalculation::MaximumChannels => color.maximum_rgb_channels(),
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};
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if luminance >= threshold {
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Color::WHITE
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} else {
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Color::BLACK
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}
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}
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#[derive(Debug, Clone, Copy)]
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pub struct BlendNode<BlendMode, Opacity> {
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blend_mode: BlendMode,
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opacity: Opacity,
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}
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#[node_macro::node_fn(BlendNode)]
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fn blend_node(input: (Color, Color), blend_mode: BlendMode, opacity: f64) -> Color {
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let (source_color, backdrop) = input;
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let actual_opacity = 1. - (opacity / 100.) as f32;
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return match blend_mode {
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BlendMode::Normal => backdrop.blend_rgb(source_color, Color::blend_normal),
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BlendMode::Multiply => backdrop.blend_rgb(source_color, Color::blend_multiply),
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BlendMode::Darken => backdrop.blend_rgb(source_color, Color::blend_darken),
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BlendMode::ColorBurn => backdrop.blend_rgb(source_color, Color::blend_color_burn),
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BlendMode::LinearBurn => backdrop.blend_rgb(source_color, Color::blend_linear_burn),
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BlendMode::DarkerColor => backdrop.blend_darker_color(source_color),
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BlendMode::Screen => backdrop.blend_rgb(source_color, Color::blend_screen),
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BlendMode::Lighten => backdrop.blend_rgb(source_color, Color::blend_lighten),
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BlendMode::ColorDodge => backdrop.blend_rgb(source_color, Color::blend_color_dodge),
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BlendMode::LinearDodge => backdrop.blend_rgb(source_color, Color::blend_linear_dodge),
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BlendMode::LighterColor => backdrop.blend_lighter_color(source_color),
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BlendMode::Overlay => source_color.blend_rgb(backdrop, Color::blend_hardlight),
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BlendMode::SoftLight => backdrop.blend_rgb(source_color, Color::blend_softlight),
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BlendMode::HardLight => backdrop.blend_rgb(source_color, Color::blend_hardlight),
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BlendMode::VividLight => backdrop.blend_rgb(source_color, Color::blend_vivid_light),
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BlendMode::LinearLight => backdrop.blend_rgb(source_color, Color::blend_linear_light),
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BlendMode::PinLight => backdrop.blend_rgb(source_color, Color::blend_pin_light),
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BlendMode::HardMix => backdrop.blend_rgb(source_color, Color::blend_hard_mix),
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BlendMode::Difference => backdrop.blend_rgb(source_color, Color::blend_exclusion),
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BlendMode::Exclusion => backdrop.blend_rgb(source_color, Color::blend_exclusion),
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BlendMode::Subtract => backdrop.blend_rgb(source_color, Color::blend_subtract),
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BlendMode::Divide => backdrop.blend_rgb(source_color, Color::blend_divide),
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BlendMode::Hue => backdrop.blend_hue(source_color),
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BlendMode::Saturation => backdrop.blend_saturation(source_color),
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BlendMode::Color => backdrop.blend_color(source_color),
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BlendMode::Luminosity => backdrop.blend_luminosity(source_color),
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}
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.lerp(backdrop, actual_opacity)
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.unwrap();
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}
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#[derive(Debug, Clone, Copy)]
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pub struct VibranceNode<Vibrance> {
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vibrance: Vibrance,
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}
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// From https://stackoverflow.com/questions/33966121/what-is-the-algorithm-for-vibrance-filters
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// The results of this implementation are very close to correct, but not quite perfect
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#[node_macro::node_fn(VibranceNode)]
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fn vibrance_node(color: Color, vibrance: f64) -> Color {
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// TODO: Remove conversion to linear when the whole node graph uses linear color
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let color = color.to_linear_srgb();
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let vibrance = vibrance as f32 / 100.;
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// Slow the effect down by half when it's negative, since artifacts begin appearing past -50%.
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// So this scales the 0% to -50% range to 0% to -100%.
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let slowed_vibrance = if vibrance >= 0. { vibrance } else { vibrance * 0.5 };
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let channel_max = color.r().max(color.g()).max(color.b());
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let channel_min = color.r().min(color.g()).min(color.b());
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let channel_difference = channel_max - channel_min;
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let scale_multiplier = if channel_max == color.r() {
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let green_blue_difference = (color.g() - color.b()).abs();
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let t = (green_blue_difference / channel_difference).min(1.);
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t * 0.5 + 0.5
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} else {
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1.
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};
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let scale = slowed_vibrance * scale_multiplier * (2. - channel_difference);
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let channel_reduction = channel_min * scale;
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let scale = 1. + scale * (1. - channel_difference);
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let luminance_initial = color.to_linear_srgb().luminance_srgb();
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let altered_color = color.map_rgb(|channel| (channel * scale - channel_reduction)).to_linear_srgb();
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let luminance = altered_color.luminance_srgb();
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let altered_color = altered_color.map_rgb(|channel| channel * luminance_initial / luminance);
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let channel_max = altered_color.r().max(altered_color.g()).max(altered_color.b());
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let altered_color = if Color::linear_to_srgb(channel_max) > 1. {
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let scale = (1. - luminance) / (channel_max - luminance);
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altered_color.map_rgb(|channel| (channel - luminance) * scale + luminance)
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} else {
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altered_color
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};
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let altered_color = altered_color.to_gamma_srgb();
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let altered_color = if vibrance >= 0. {
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altered_color
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} else {
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// TODO: The result ends up a bit darker than it should be, further investigation is needed
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let luminance = color.luminance_rec_601();
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// Near -0% vibrance we mostly use `altered_color`.
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// Near -100% vibrance, we mostly use half the desaturated luminance color and half `altered_color`.
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let factor = -slowed_vibrance;
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altered_color.map_rgb(|channel| channel * (1. - factor) + luminance * factor)
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};
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// TODO: Remove conversion to linear when the whole node graph uses linear color
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altered_color.to_gamma_srgb()
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}
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#[derive(Debug, Clone, Copy)]
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pub struct BrightnessContrastNode<Brightness, Contrast> {
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brightness: Brightness,
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contrast: Contrast,
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}
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// From https://stackoverflow.com/questions/2976274/adjust-bitmap-image-brightness-contrast-using-c
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#[node_macro::node_fn(BrightnessContrastNode)]
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fn adjust_image_brightness_and_contrast(color: Color, brightness: f64, contrast: f64) -> Color {
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let (brightness, contrast) = (brightness as f32, contrast as f32);
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let factor = (259. * (contrast + 255.)) / (255. * (259. - contrast));
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let channel = |channel: f32| ((factor * (channel * 255. + brightness - 128.) + 128.) / 255.).clamp(0., 1.);
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color.map_rgb(channel)
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}
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|
|
|
#[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)
|
|
}
|