Add per-channel parameters to the 'Levels' node and make its midtones a gamma value (#4535)

* Add per-channel records and a gamma midtones value to the 'Levels' node, with a channel selector in its Properties panel

* Migrate the old 'Levels' midtones through its output range and bound a lone midtone marker by the track edges
This commit is contained in:
Keavon Chambers
2026-09-14 22:51:43 -07:00
committed by GitHub
parent 0bede7969c
commit 68d2a06c80
5 changed files with 412 additions and 84 deletions

View File

@@ -328,88 +328,222 @@ pub enum AdjustmentChannel {
Alpha,
}
/// One Levels record in the node's units: percentage input and output points and the gamma value.
#[derive(Clone, Copy)]
struct LevelsRecord {
shadows: f32,
midtones: f32,
highlights: f32,
output_minimums: f32,
output_maximums: f32,
}
/// A record's input curve followed by its output range.
#[derive(Clone, Copy)]
struct LevelsStage {
curve: LevelsCurve,
output_minimum: f32,
output_maximum: f32,
}
impl LevelsRecord {
fn new(shadows: f32, midtones: f32, highlights: f32, output_minimums: f32, output_maximums: f32) -> Self {
Self {
shadows,
midtones,
highlights,
output_minimums,
output_maximums,
}
}
fn stage(&self, gamma: f32) -> LevelsStage {
LevelsStage {
curve: LevelsCurve::from_points(self.shadows * 2.55, self.highlights * 2.55, gamma),
output_minimum: self.output_minimums / 100.,
output_maximum: self.output_maximums / 100.,
}
}
}
impl LevelsStage {
fn apply(&self, value: f32) -> f32 {
self.curve.apply(value) * (self.output_maximum - self.output_minimum) + self.output_minimum
}
}
/// A channel's record followed by the composite record.
#[derive(Clone, Copy)]
struct LevelsChain {
first: LevelsStage,
second: LevelsStage,
two_stages: bool,
}
impl LevelsChain {
fn new(channel: LevelsRecord, composite: LevelsRecord) -> Self {
// For PSD interop, two power functions with nothing between them (the composite's input points and the
// channel's output range at their defaults) merge into one curve with the product of the gammas, toe included
let nothing_between = composite.shadows == 0. && composite.highlights == 100. && channel.output_minimums == 0. && channel.output_maximums == 100.;
if nothing_between {
let merged = LevelsRecord {
output_minimums: composite.output_minimums,
output_maximums: composite.output_maximums,
..channel
};
let stage = merged.stage(channel.midtones * composite.midtones);
Self {
first: stage,
second: stage,
two_stages: false,
}
} else {
Self {
first: channel.stage(channel.midtones),
second: composite.stage(composite.midtones),
two_stages: true,
}
}
}
fn apply(&self, value: f32) -> f32 {
let value = self.first.apply(value);
if self.two_stages { self.second.apply(value) } else { value }
}
}
// Aims for interoperable compatibility with:
// https://www.adobe.com/devnet-apps/photoshop/fileformatashtml/#:~:text=levl%27%20%3D%20Levels
//
// Algorithm from:
// https://stackoverflow.com/questions/39510072/algorithm-for-adjustment-of-image-levels
//
// Some further analysis available at:
// https://geraldbakker.nl/psnumbers/levels.html
#[node_macro::node(category("Raster: Adjustment"), properties("levels_properties"), shader_node(PerPixelAdjust))]
fn levels<T: Adjust<Color>>(
_: impl Ctx,
#[implementations(
Raster<CPU>,
Color,
Gradient,
)]
#[implementations(Raster<CPU>, Color, Gradient)]
#[gpu_image]
image: Item<T>,
#[default(0.)] shadows: Item<PercentageF32>,
#[default(50.)] midtones: Item<PercentageF32>,
#[default(1.)] midtones: Item<f32>,
#[default(100.)] highlights: Item<PercentageF32>,
#[default(0.)] output_minimums: Item<PercentageF32>,
#[default(100.)] output_maximums: Item<PercentageF32>,
#[name("(Red) Shadows")]
#[default(0.)]
red_shadows: Item<PercentageF32>,
#[name("(Red) Midtones")]
#[default(1.)]
red_midtones: Item<f32>,
#[name("(Red) Highlights")]
#[default(100.)]
red_highlights: Item<PercentageF32>,
#[name("(Red) Output Minimums")]
#[default(0.)]
red_output_minimums: Item<PercentageF32>,
#[name("(Red) Output Maximums")]
#[default(100.)]
red_output_maximums: Item<PercentageF32>,
#[name("(Green) Shadows")]
#[default(0.)]
green_shadows: Item<PercentageF32>,
#[name("(Green) Midtones")]
#[default(1.)]
green_midtones: Item<f32>,
#[name("(Green) Highlights")]
#[default(100.)]
green_highlights: Item<PercentageF32>,
#[name("(Green) Output Minimums")]
#[default(0.)]
green_output_minimums: Item<PercentageF32>,
#[name("(Green) Output Maximums")]
#[default(100.)]
green_output_maximums: Item<PercentageF32>,
#[name("(Blue) Shadows")]
#[default(0.)]
blue_shadows: Item<PercentageF32>,
#[name("(Blue) Midtones")]
#[default(1.)]
blue_midtones: Item<f32>,
#[name("(Blue) Highlights")]
#[default(100.)]
blue_highlights: Item<PercentageF32>,
#[name("(Blue) Output Minimums")]
#[default(0.)]
blue_output_minimums: Item<PercentageF32>,
#[name("(Blue) Output Maximums")]
#[default(100.)]
blue_output_maximums: Item<PercentageF32>,
#[name("(Alpha) Shadows")]
#[default(0.)]
alpha_shadows: Item<PercentageF32>,
#[name("(Alpha) Midtones")]
#[default(1.)]
alpha_midtones: Item<f32>,
#[name("(Alpha) Highlights")]
#[default(100.)]
alpha_highlights: Item<PercentageF32>,
#[name("(Alpha) Output Minimums")]
#[default(0.)]
alpha_output_minimums: Item<PercentageF32>,
#[name("(Alpha) Output Maximums")]
#[default(100.)]
alpha_output_maximums: Item<PercentageF32>,
_channel: Item<AdjustmentChannel>,
) -> Item<T> {
let mut image = image;
let shadows = shadows.into_element();
let midtones = midtones.into_element();
let highlights = highlights.into_element();
let output_minimums = output_minimums.into_element();
let output_maximums = output_maximums.into_element();
let composite = LevelsRecord::new(
shadows.into_element(),
midtones.into_element(),
highlights.into_element(),
output_minimums.into_element(),
output_maximums.into_element(),
);
let red = LevelsChain::new(
LevelsRecord::new(
red_shadows.into_element(),
red_midtones.into_element(),
red_highlights.into_element(),
red_output_minimums.into_element(),
red_output_maximums.into_element(),
),
composite,
);
let green = LevelsChain::new(
LevelsRecord::new(
green_shadows.into_element(),
green_midtones.into_element(),
green_highlights.into_element(),
green_output_minimums.into_element(),
green_output_maximums.into_element(),
),
composite,
);
let blue = LevelsChain::new(
LevelsRecord::new(
blue_shadows.into_element(),
blue_midtones.into_element(),
blue_highlights.into_element(),
blue_output_minimums.into_element(),
blue_output_maximums.into_element(),
),
composite,
);
// Alpha stands apart from the composite record that the three color channels pass through
let alpha = LevelsRecord::new(
alpha_shadows.into_element(),
alpha_midtones.into_element(),
alpha_highlights.into_element(),
alpha_output_minimums.into_element(),
alpha_output_maximums.into_element(),
);
let alpha = alpha.stage(alpha.midtones);
image.element_mut().adjust(|color| {
// Levels math operates in gamma space
let [mut r, mut g, mut b, a] = color.to_gamma_srgb_channels();
let [r, g, b, a] = color.to_gamma_srgb_channels();
// Input Range (Range: 0-1)
let input_shadows = shadows / 100.;
let input_midtones = midtones / 100.;
let input_highlights = highlights / 100.;
// Output Range (Range: 0-1)
let output_minimums = output_minimums / 100.;
let output_maximums = output_maximums / 100.;
// 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).clamp(f32::EPSILON, 1.);
let input_map = |c: f32| ((c - input_shadows).max(0.) / highlights_minus_shadows).min(1.);
r = input_map(r);
g = input_map(g);
b = input_map(b);
// Midtones gamma curve (Range: 0-1)
let inverse_gamma = 1. / gamma.max(0.0001);
r = r.powf(inverse_gamma);
g = g.powf(inverse_gamma);
b = b.powf(inverse_gamma);
// Output levels (Range: 0-1)
let output_map = |c: f32| c * (output_maximums - output_minimums) + output_minimums;
r = output_map(r);
g = output_map(g);
b = output_map(b);
Color::from_gamma_srgb_channels(r, g, b, a)
Color::from_gamma_srgb_channels(red.apply(r), green.apply(g), blue.apply(b), alpha.apply(a))
});
image
}
@@ -1469,6 +1603,70 @@ mod tests {
}
}
/// Runs Levels with composite and red records given as [black, white, gamma, output black, output white] with 0..255 points
/// on one gamma-space gray value (0..255), returning the red and green results on the same scale.
fn run_levels(value: f32, composite: [f32; 5], red: [f32; 5]) -> [f32; 2] {
let pixel = Color::from_gamma_srgb_channels(value / 255., value / 255., value / 255., 1.);
let percent = |level: f32| level / 2.55;
let result = levels(
(),
Item::new_from_element(pixel),
percent(composite[0]).into(),
composite[2].into(),
percent(composite[1]).into(),
percent(composite[3]).into(),
percent(composite[4]).into(),
percent(red[0]).into(),
red[2].into(),
percent(red[1]).into(),
percent(red[3]).into(),
percent(red[4]).into(),
0_f32.into(),
1_f32.into(),
100_f32.into(),
0_f32.into(),
100_f32.into(),
0_f32.into(),
1_f32.into(),
100_f32.into(),
0_f32.into(),
100_f32.into(),
0_f32.into(),
1_f32.into(),
100_f32.into(),
0_f32.into(),
100_f32.into(),
AdjustmentChannel::Rgb.into(),
);
let [r, g, _, _] = result.into_element().to_gamma_srgb_channels();
[r * 255., g * 255.]
}
#[test]
fn levels_records_merge_into_one_gamma_only_when_nothing_lies_between() {
const DEFAULT: [f32; 5] = [0., 255., 1., 0., 255.];
for (value, composite, red, expected_red, expected_green) in [
// Two gammas with nothing between them act as one gamma of 2.25, toe included
(5., [0., 255., 1.5, 0., 255.], [0., 255., 1.5, 0., 255.], 23., 14.),
(25., [0., 255., 1.5, 0., 255.], [0., 255., 1.5, 0., 255.], 89., 54.),
(100., [0., 255., 1.5, 0., 255.], [0., 255., 1.5, 0., 255.], 168., 137.),
// A black point in each record keeps them as two curves
(40., [30., 255., 1.5, 0., 255.], [20., 255., 1.5, 0., 255.], 49., 28.),
(100., [30., 255., 1.5, 0., 255.], [20., 255., 1.5, 0., 255.], 144., 117.),
// Input and output points only
(100., [30., 220., 1., 0., 255.], [50., 255., 1., 0., 200.], 26., 94.),
(150., [30., 220., 1., 0., 255.], [50., 255., 1., 0., 200.], 91., 161.),
// A pure channel gamma under a composite with points stays a separate stage
(5., [0., 200., 1.2, 10., 255.], [0., 255., 3., 0., 255.], 70., 21.),
(50., [0., 200., 1.2, 10., 255.], [0., 255., 3., 0., 255.], 201., 88.),
(128., DEFAULT, DEFAULT, 128., 128.),
] {
let [red_actual, green_actual] = run_levels(value, composite, red);
assert!((red_actual - expected_red).abs() <= 1.5, "{value} red: expected {expected_red}, got {red_actual}");
assert!((green_actual - expected_green).abs() <= 1.5, "{value} green: expected {expected_green}, got {green_actual}");
}
}
#[test]
fn invert_flips_straight_channels_and_keeps_alpha() {
let color = Color::from_gamma_srgb_channels(1., 0.25, 0., 0.5);