Blender V4.3
COM_ColorCorrectionOperation.cc
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1/* SPDX-FileCopyrightText: 2011 Blender Authors
2 *
3 * SPDX-License-Identifier: GPL-2.0-or-later */
4
6
8
9namespace blender::compositor {
10
12{
16 red_channel_enabled_ = true;
17 green_channel_enabled_ = true;
18 blue_channel_enabled_ = true;
19 flags_.can_be_constant = true;
20}
21
22/* Calculate x^y if the function is defined. Otherwise return the given fallback value. */
23BLI_INLINE float color_correct_powf_safe(const float x, const float y, const float fallback_value)
24{
25 if (x < 0) {
26 return fallback_value;
27 }
28 return powf(x, y);
29}
30
32{
33 for (; p.out < p.row_end; p.next()) {
34 const float *in_color = p.ins[0];
35 const float *in_mask = p.ins[1];
36
37 const float level = (in_color[0] + in_color[1] + in_color[2]) / 3.0f;
38 float level_shadows = 0.0f;
39 float level_midtones = 0.0f;
40 float level_highlights = 0.0f;
41 constexpr float MARGIN = 0.10f;
42 constexpr float MARGIN_DIV = 0.5f / MARGIN;
43 if (level < data_->startmidtones - MARGIN) {
44 level_shadows = 1.0f;
45 }
46 else if (level < data_->startmidtones + MARGIN) {
47 level_midtones = ((level - data_->startmidtones) * MARGIN_DIV) + 0.5f;
48 level_shadows = 1.0f - level_midtones;
49 }
50 else if (level < data_->endmidtones - MARGIN) {
51 level_midtones = 1.0f;
52 }
53 else if (level < data_->endmidtones + MARGIN) {
54 level_highlights = ((level - data_->endmidtones) * MARGIN_DIV) + 0.5f;
55 level_midtones = 1.0f - level_highlights;
56 }
57 else {
58 level_highlights = 1.0f;
59 }
60 float contrast = data_->master.contrast;
61 float saturation = data_->master.saturation;
62 float gamma = data_->master.gamma;
63 float gain = data_->master.gain;
64 float lift = data_->master.lift;
65 contrast *= level_shadows * data_->shadows.contrast +
66 level_midtones * data_->midtones.contrast +
67 level_highlights * data_->highlights.contrast;
68 saturation *= level_shadows * data_->shadows.saturation +
69 level_midtones * data_->midtones.saturation +
70 level_highlights * data_->highlights.saturation;
71 gamma *= level_shadows * data_->shadows.gamma + level_midtones * data_->midtones.gamma +
72 level_highlights * data_->highlights.gamma;
73 gain *= level_shadows * data_->shadows.gain + level_midtones * data_->midtones.gain +
74 level_highlights * data_->highlights.gain;
75 lift += level_shadows * data_->shadows.lift + level_midtones * data_->midtones.lift +
76 level_highlights * data_->highlights.lift;
77
78 const float inv_gamma = 1.0f / gamma;
79 const float luma = IMB_colormanagement_get_luminance(in_color);
80
81 float r = luma + saturation * (in_color[0] - luma);
82 float g = luma + saturation * (in_color[1] - luma);
83 float b = luma + saturation * (in_color[2] - luma);
84
85 r = 0.5f + (r - 0.5f) * contrast;
86 g = 0.5f + (g - 0.5f) * contrast;
87 b = 0.5f + (b - 0.5f) * contrast;
88
89 /* Check for negative values to avoid nan. */
90 r = color_correct_powf_safe(r * gain + lift, inv_gamma, r);
91 g = color_correct_powf_safe(g * gain + lift, inv_gamma, g);
92 b = color_correct_powf_safe(b * gain + lift, inv_gamma, b);
93
94 /* Mix with mask. */
95 const float value = std::min(1.0f, in_mask[0]);
96 const float value_ = 1.0f - value;
97 r = value_ * in_color[0] + value * r;
98 g = value_ * in_color[1] + value * g;
99 b = value_ * in_color[2] + value * b;
100
101 p.out[0] = red_channel_enabled_ ? r : in_color[0];
102 p.out[1] = green_channel_enabled_ ? g : in_color[1];
103 p.out[2] = blue_channel_enabled_ ? b : in_color[2];
104 p.out[3] = in_color[3];
105 }
106}
107
108} // namespace blender::compositor
#define BLI_INLINE
BLI_INLINE float IMB_colormanagement_get_luminance(const float rgb[3])
in reality light always falls off quadratically Particle Retrieve the data of the particle that spawned the object for example to give variation to multiple instances of an object Point Retrieve information about points in a point cloud Retrieve the edges of an object as it appears to Cycles topology will always appear triangulated Convert a blackbody temperature to an RGB value Normal Generate a perturbed normal from an RGB normal map image Typically used for faking highly detailed surfaces Generate an OSL shader from a file or text data block Image Sample an image file as a texture Gabor Generate Gabor noise Gradient Generate interpolated color and intensity values based on the input vector Magic Generate a psychedelic color texture Voronoi Generate Worley noise based on the distance to random points Typically used to generate textures such as or biological cells Brick Generate a procedural texture producing bricks Texture Retrieve multiple types of texture coordinates nTypically used as inputs for texture nodes Vector Convert a or normal between and object coordinate space Combine Create a color from its saturation
void add_output_socket(DataType datatype)
void add_input_socket(DataType datatype, ResizeMode resize_mode=ResizeMode::Center)
local_group_size(16, 16) .push_constant(Type b
#define powf(x, y)
BLI_INLINE float color_correct_powf_safe(const float x, const float y, const float fallback_value)