Image adjustment nodes restructure (#1013)

* Add macro for creation of Map image nodes

* Move nodes to adjustments module

* Add Saturation and Lightness to hue shift node

* Fix raster node macro

* Add Threshold Node

* Convert all adjustment nodes to new format

* Start implementing vibrance node

* Remove package-lock.json

* Code review

---------

Co-authored-by: isiko404 <isihd.ko@gmail.com>
Co-authored-by: Keavon Chambers <keavon@keavon.com>
This commit is contained in:
Dennis Kobert
2023-02-09 01:17:09 +01:00
committed by Keavon Chambers
parent 202b0ee6ed
commit 8e3480e952
6 changed files with 222 additions and 198 deletions

View File

@@ -0,0 +1,150 @@
use super::Color;
use crate::Node;
use core::fmt::Debug;
#[derive(Debug, Clone, Copy, Default)]
pub struct GrayscaleNode;
#[node_macro::node_fn(GrayscaleNode)]
fn grayscale_color_node(input: Color) -> Color {
let avg = (input.r() + input.g() + input.b()) / 3.0;
map_rgb(input, |_| avg)
}
#[derive(Debug)]
pub struct GammaNode<Gamma> {
gamma: Gamma,
}
// https://www.dfstudios.co.uk/articles/programming/image-programming-algorithms/image-processing-algorithms-part-6-gamma-correction/
#[node_macro::node_fn(GammaNode)]
fn gamma_color_node(color: Color, gamma: f64) -> Color {
let inverse_gamma = 1. / gamma;
let per_channel = |channel: f32| channel.powf(inverse_gamma as f32);
map_rgb(color, per_channel)
}
#[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 {
map_rgb(color, |c| 1. - c)
}
#[derive(Debug, Clone, Copy)]
pub struct ThresholdNode<Threshold> {
threshold: Threshold,
}
#[node_macro::node_fn(ThresholdNode)]
fn threshold_node(color: Color, threshold: f64) -> Color {
let avg = (color.r() + color.g() + color.b()) / 3.0;
if avg >= threshold as f32 {
Color::WHITE
} else {
Color::BLACK
}
}
#[derive(Debug, Clone, Copy)]
pub struct VibranceNode<Vibrance> {
vibrance: Vibrance,
}
// TODO: The current results are incorrect, try implementing this from https://stackoverflow.com/questions/33966121/what-is-the-algorithm-for-vibrance-filters
#[node_macro::node_fn(VibranceNode)]
fn vibrance_node(color: Color, vibrance: f64) -> Color {
let [hue, saturation, lightness, alpha] = color.to_hsla();
let vibrance = vibrance as f32 / 100.;
let saturation = saturation + vibrance * (1. - saturation);
Color::from_hsla(hue, saturation, lightness, alpha)
}
#[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.);
map_rgb(color, 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;
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;
map_rgb(color, channel)
}
#[derive(Debug, Clone, Copy)]
pub struct ExposureNode<E> {
exposure: E,
}
// 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) -> Color {
let multiplier = 2_f32.powf(exposure as f32);
let channel = |channel: f32| channel * multiplier;
map_rgb(color, channel)
}
pub fn map_rgba<F: Fn(f32) -> f32>(color: Color, f: F) -> Color {
Color::from_rgbaf32_unchecked(f(color.r()), f(color.g()), f(color.b()), f(color.a()))
}
pub fn map_rgb<F: Fn(f32) -> f32>(color: Color, f: F) -> Color {
Color::from_rgbaf32_unchecked(f(color.r()), f(color.g()), f(color.b()), color.a())
}