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Fix Levels and Exposure adjustment nodes (#1112)
* Step Imaginate resolution by 64 * Fix the Exposure node * Change comments and variable names
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3 changed files with 44 additions and 33 deletions
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@ -195,33 +195,42 @@ pub struct LevelsNode<InputStart, InputMid, InputEnd, OutputStart, OutputEnd> {
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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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// Input Range (Range: 0-1)
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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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// Output Range (Range: 0-1)
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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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// Midtones interpolation factor between minimums and maximums (Range: 0-1)
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let midtones = output_minimums + (output_maximums - output_minimums) * input_midtones;
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// Gamma correction
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// Gamma correction (Range: 0.01-10)
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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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// Range: 0-1
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let x = 1. - midtones * 2.;
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// Range: 1-10
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1. + 9. * x
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} else {
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1. / ((1. - midtones) * 2.).max(0.01)
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// Range: 0-0.5
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let x = 1. - midtones;
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// Range: 0-1
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let x = x * 2.;
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// Range: 0.01-1
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x.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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// Input levels (Range: 0-1)
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let highlights_minus_shadows = (input_highlights - input_shadows).max(f32::EPSILON).min(1.);
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let color = color.map_rgb(|c| (c - input_shadows).max(0.) / highlights_minus_shadows);
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// Midtones
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let color = color.map_rgb(|channel| channel.powf(gamma));
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// Midtones (Range: 0-1)
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let color = color.gamma(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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// Output levels (Range: 0-1)
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color.map_rgb(|c| c * (output_maximums - output_minimums) + output_minimums)
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}
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#[derive(Debug, Clone, Copy, Default)]
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@ -423,14 +432,14 @@ fn vibrance_node(color: Color, vibrance: f64) -> Color {
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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 altered_color = color.map_rgb(|c| c * 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 altered_color = altered_color.map_rgb(|c| c * 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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altered_color.map_rgb(|c| (c - luminance) * scale + luminance)
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} else {
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altered_color
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};
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@ -445,7 +454,7 @@ fn vibrance_node(color: Color, vibrance: f64) -> Color {
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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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altered_color.map_rgb(|c| c * (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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@ -500,15 +509,20 @@ pub struct ExposureNode<Exposure, Offset, GammaCorrection> {
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gamma_correction: GammaCorrection,
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}
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// Based on https://stackoverflow.com/questions/12166117/what-is-the-math-behind-exposure-adjustment-on-photoshop
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// Based on https://geraldbakker.nl/psnumbers/exposure.html
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#[node_macro::node_fn(ExposureNode)]
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fn exposure(color: Color, exposure: f64, offset: f64, gamma_correction: f64) -> Color {
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let multiplier = 2_f32.powf(exposure as f32);
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color
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// TODO: Fix incorrect behavior of offset
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.map_rgb(|channel: f32| channel + offset as f32)
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// TODO: Fix incorrect behavior of exposure
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.map_rgb(|channel: f32| channel * multiplier)
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// TODO: While gamma correction is correct on its own, determine and implement the correct order of these three operations
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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 result = color
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// Exposure
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.map_rgb(|c: f32| c * 2_f32.powf(exposure as f32))
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// Offset
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.map_rgb(|c: f32| c + offset as f32)
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// Gamma correction
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.gamma(gamma_correction as f32)
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.map_rgb(|c: f32| c.clamp(0., 1.));
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result.to_gamma_srgb()
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}
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@ -563,8 +563,7 @@ impl Color {
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pub fn gamma(&self, gamma: f32) -> Color {
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// From https://www.dfstudios.co.uk/articles/programming/image-programming-algorithms/image-processing-algorithms-part-6-gamma-correction/
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let inverse_gamma = 1. / gamma;
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let per_channel = |channel: f32| channel.powf(inverse_gamma);
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self.map_rgb(per_channel)
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self.map_rgb(|c: f32| c.powf(inverse_gamma))
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}
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pub fn to_linear_srgb(&self) -> Self {
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