merge with dev

This commit is contained in:
Desmis
2018-01-06 08:01:11 +01:00
48 changed files with 809 additions and 488 deletions

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@@ -2505,64 +2505,242 @@ float PerceptualToneCurve::calculateToneCurveContrastValue() const
return maxslope;
}
void PerceptualToneCurve::Apply(float &r, float &g, float &b, PerceptualToneCurveState & state) const
void PerceptualToneCurve::BatchApply(const size_t start, const size_t end, float *rc, float *gc, float *bc, const PerceptualToneCurveState &state) const
{
float x, y, z;
if (!state.isProphoto) {
// convert to prophoto space to make sure the same result is had regardless of working color space
float newr = state.Working2Prophoto[0][0] * r + state.Working2Prophoto[0][1] * g + state.Working2Prophoto[0][2] * b;
float newg = state.Working2Prophoto[1][0] * r + state.Working2Prophoto[1][1] * g + state.Working2Prophoto[1][2] * b;
float newb = state.Working2Prophoto[2][0] * r + state.Working2Prophoto[2][1] * g + state.Working2Prophoto[2][2] * b;
r = newr;
g = newg;
b = newb;
}
const AdobeToneCurve& adobeTC = static_cast<const AdobeToneCurve&>((const ToneCurve&) * this);
float ar = r;
float ag = g;
float ab = b;
adobeTC.Apply(ar, ag, ab);
if (ar >= 65535.f && ag >= 65535.f && ab >= 65535.f) {
// clip fast path, will also avoid strange colors of clipped highlights
r = g = b = 65535.f;
return;
}
for (size_t i = start; i < end; ++i) {
float r = CLIP(rc[i]);
float g = CLIP(gc[i]);
float b = CLIP(bc[i]);
if (ar <= 0.f && ag <= 0.f && ab <= 0.f) {
r = g = b = 0;
return;
}
if (!state.isProphoto) {
// convert to prophoto space to make sure the same result is had regardless of working color space
float newr = state.Working2Prophoto[0][0] * r + state.Working2Prophoto[0][1] * g + state.Working2Prophoto[0][2] * b;
float newg = state.Working2Prophoto[1][0] * r + state.Working2Prophoto[1][1] * g + state.Working2Prophoto[1][2] * b;
float newb = state.Working2Prophoto[2][0] * r + state.Working2Prophoto[2][1] * g + state.Working2Prophoto[2][2] * b;
r = newr;
g = newg;
b = newb;
}
// ProPhoto constants for luminance, that is xyz_prophoto[1][]
const float Yr = 0.2880402f;
const float Yg = 0.7118741f;
const float Yb = 0.0000857f;
float ar = r;
float ag = g;
float ab = b;
adobeTC.Apply(ar, ag, ab);
// we use the Adobe (RGB-HSV hue-stabilized) curve to decide luminance, which generally leads to a less contrasty result
// compared to a pure luminance curve. We do this to be more compatible with the most popular curves.
float oldLuminance = r * Yr + g * Yg + b * Yb;
float newLuminance = ar * Yr + ag * Yg + ab * Yb;
float Lcoef = newLuminance / oldLuminance;
r = LIM<float> (r * Lcoef, 0.f, 65535.f);
g = LIM<float> (g * Lcoef, 0.f, 65535.f);
b = LIM<float> (b * Lcoef, 0.f, 65535.f);
if (ar >= 65535.f && ag >= 65535.f && ab >= 65535.f) {
// clip fast path, will also avoid strange colours of clipped highlights
rc[i] = gc[i] = bc[i] = 65535.f;
continue;
}
// move to JCh so we can modulate chroma based on the global contrast-related chroma scaling factor
Color::Prophotoxyz(r, g, b, x, y, z);
if (ar <= 0.f && ag <= 0.f && ab <= 0.f) {
rc[i] = gc[i] = bc[i] = 0;
continue;
}
float J, C, h;
Ciecam02::xyz2jch_ciecam02float(J, C, h,
aw, fl,
x * 0.0015259022f, y * 0.0015259022f, z * 0.0015259022f,
xw, yw, zw,
c, nc, pow1, nbb, ncb, cz, d);
// ProPhoto constants for luminance, that is xyz_prophoto[1][]
constexpr float Yr = 0.2880402f;
constexpr float Yg = 0.7118741f;
constexpr float Yb = 0.0000857f;
// we use the Adobe (RGB-HSV hue-stabilized) curve to decide luminance, which generally leads to a less contrasty result
// compared to a pure luminance curve. We do this to be more compatible with the most popular curves.
const float oldLuminance = r * Yr + g * Yg + b * Yb;
const float newLuminance = ar * Yr + ag * Yg + ab * Yb;
const float Lcoef = newLuminance / oldLuminance;
r = LIM<float>(r * Lcoef, 0.f, 65535.f);
g = LIM<float>(g * Lcoef, 0.f, 65535.f);
b = LIM<float>(b * Lcoef, 0.f, 65535.f);
// move to JCh so we can modulate chroma based on the global contrast-related chroma scaling factor
float x, y, z;
Color::Prophotoxyz(r, g, b, x, y, z);
float J, C, h;
Ciecam02::xyz2jch_ciecam02float( J, C, h,
aw, fl,
x * 0.0015259022f, y * 0.0015259022f, z * 0.0015259022f,
xw, yw, zw,
c, nc, pow1, nbb, ncb, cz, d);
if (!isfinite(J) || !isfinite(C) || !isfinite(h)) {
// this can happen for dark noise colors or colors outside human gamut. Then we just return the curve's result.
if (!isfinite(J) || !isfinite(C) || !isfinite(h)) {
// this can happen for dark noise colours or colours outside human gamut. Then we just return the curve's result.
if (!state.isProphoto) {
float newr = state.Prophoto2Working[0][0] * r + state.Prophoto2Working[0][1] * g + state.Prophoto2Working[0][2] * b;
float newg = state.Prophoto2Working[1][0] * r + state.Prophoto2Working[1][1] * g + state.Prophoto2Working[1][2] * b;
float newb = state.Prophoto2Working[2][0] * r + state.Prophoto2Working[2][1] * g + state.Prophoto2Working[2][2] * b;
r = newr;
g = newg;
b = newb;
}
rc[i] = r;
gc[i] = g;
bc[i] = b;
continue;
}
float cmul = state.cmul_contrast; // chroma scaling factor
// depending on color, the chroma scaling factor can be fine-tuned below
{
// decrease chroma scaling sligthly of extremely saturated colors
float saturated_scale_factor = 0.95f;
constexpr float lolim = 35.f; // lower limit, below this chroma all colors will keep original chroma scaling factor
constexpr float hilim = 60.f; // high limit, above this chroma the chroma scaling factor is multiplied with the saturated scale factor value above
if (C < lolim) {
// chroma is low enough, don't scale
saturated_scale_factor = 1.f;
} else if (C < hilim) {
// S-curve transition between low and high limit
float x = (C - lolim) / (hilim - lolim); // x = [0..1], 0 at lolim, 1 at hilim
if (x < 0.5f) {
x = 2.f * SQR(x);
} else {
x = 1.f - 2.f * SQR(1 - x);
}
saturated_scale_factor = (1.f - x) + saturated_scale_factor * x;
} else {
// do nothing, high saturation color, keep scale factor
}
cmul *= saturated_scale_factor;
}
{
// increase chroma scaling slightly of shadows
float nL = Color::gamma2curve[newLuminance]; // apply gamma so we make comparison and transition with a more perceptual lightness scale
float dark_scale_factor = 1.20f;
//float dark_scale_factor = 1.0 + state.debug.p2 / 100.0f;
constexpr float lolim = 0.15f;
constexpr float hilim = 0.50f;
if (nL < lolim) {
// do nothing, keep scale factor
} else if (nL < hilim) {
// S-curve transition
float x = (nL - lolim) / (hilim - lolim); // x = [0..1], 0 at lolim, 1 at hilim
if (x < 0.5f) {
x = 2.f * SQR(x);
} else {
x = 1.f - 2.f * SQR(1 - x);
}
dark_scale_factor = dark_scale_factor * (1.0f - x) + x;
} else {
dark_scale_factor = 1.f;
}
cmul *= dark_scale_factor;
}
{
// to avoid strange CIECAM02 chroma errors on close-to-shadow-clipping colors we reduce chroma scaling towards 1.0 for black colors
float dark_scale_factor = 1.f / cmul;
constexpr float lolim = 4.f;
constexpr float hilim = 7.f;
if (J < lolim) {
// do nothing, keep scale factor
} else if (J < hilim) {
// S-curve transition
float x = (J - lolim) / (hilim - lolim);
if (x < 0.5f) {
x = 2.f * SQR(x);
} else {
x = 1.f - 2.f * SQR(1 - x);
}
dark_scale_factor = dark_scale_factor * (1.f - x) + x;
} else {
dark_scale_factor = 1.f;
}
cmul *= dark_scale_factor;
}
C *= cmul;
Ciecam02::jch2xyz_ciecam02float( x, y, z,
J, C, h,
xw, yw, zw,
c, nc, 1, pow1, nbb, ncb, fl, cz, d, aw );
if (!isfinite(x) || !isfinite(y) || !isfinite(z)) {
// can happen for colours on the rim of being outside gamut, that worked without chroma scaling but not with. Then we return only the curve's result.
if (!state.isProphoto) {
float newr = state.Prophoto2Working[0][0] * r + state.Prophoto2Working[0][1] * g + state.Prophoto2Working[0][2] * b;
float newg = state.Prophoto2Working[1][0] * r + state.Prophoto2Working[1][1] * g + state.Prophoto2Working[1][2] * b;
float newb = state.Prophoto2Working[2][0] * r + state.Prophoto2Working[2][1] * g + state.Prophoto2Working[2][2] * b;
r = newr;
g = newg;
b = newb;
}
rc[i] = r;
gc[i] = g;
bc[i] = b;
continue;
}
Color::xyz2Prophoto(x, y, z, r, g, b);
r *= 655.35f;
g *= 655.35f;
b *= 655.35f;
r = LIM<float>(r, 0.f, 65535.f);
g = LIM<float>(g, 0.f, 65535.f);
b = LIM<float>(b, 0.f, 65535.f);
{
// limit saturation increase in rgb space to avoid severe clipping and flattening in extreme highlights
// we use the RGB-HSV hue-stable "Adobe" curve as reference. For S-curve contrast it increases
// saturation greatly, but desaturates extreme highlights and thus provide a smooth transition to
// the white point. However the desaturation effect is quite strong so we make a weighting
const float as = Color::rgb2s(ar, ag, ab);
const float s = Color::rgb2s(r, g, b);
const float sat_scale = as <= 0.f ? 1.f : s / as; // saturation scale compared to Adobe curve
float keep = 0.2f;
constexpr float lolim = 1.00f; // only mix in the Adobe curve if we have increased saturation compared to it
constexpr float hilim = 1.20f;
if (sat_scale < lolim) {
// saturation is low enough, don't desaturate
keep = 1.f;
} else if (sat_scale < hilim) {
// S-curve transition
float x = (sat_scale - lolim) / (hilim - lolim); // x = [0..1], 0 at lolim, 1 at hilim
if (x < 0.5f) {
x = 2.f * SQR(x);
} else {
x = 1.f - 2.f * SQR(1 - x);
}
keep = (1.f - x) + keep * x;
} else {
// do nothing, very high increase, keep minimum amount
}
if (keep < 1.f) {
// mix in some of the Adobe curve result
r = intp(keep, r, ar);
g = intp(keep, g, ag);
b = intp(keep, b, ab);
}
}
if (!state.isProphoto) {
float newr = state.Prophoto2Working[0][0] * r + state.Prophoto2Working[0][1] * g + state.Prophoto2Working[0][2] * b;
float newg = state.Prophoto2Working[1][0] * r + state.Prophoto2Working[1][1] * g + state.Prophoto2Working[1][2] * b;
@@ -2571,175 +2749,11 @@ void PerceptualToneCurve::Apply(float &r, float &g, float &b, PerceptualToneCurv
g = newg;
b = newb;
}
return;
}
float cmul = state.cmul_contrast; // chroma scaling factor
// depending on color, the chroma scaling factor can be fine-tuned below
{
// decrease chroma scaling sligthly of extremely saturated colors
float saturated_scale_factor = 0.95f;
const float lolim = 35.f; // lower limit, below this chroma all colors will keep original chroma scaling factor
const float hilim = 60.f; // high limit, above this chroma the chroma scaling factor is multiplied with the saturated scale factor value above
if (C < lolim) {
// chroma is low enough, don't scale
saturated_scale_factor = 1.f;
} else if (C < hilim) {
// S-curve transition between low and high limit
float x = (C - lolim) / (hilim - lolim); // x = [0..1], 0 at lolim, 1 at hilim
if (x < 0.5f) {
x = 2.f * SQR(x);
} else {
x = 1.f - 2.f * SQR(1 - x);
}
saturated_scale_factor = (1.f - x) + saturated_scale_factor * x;
} else {
// do nothing, high saturation color, keep scale factor
}
cmul *= saturated_scale_factor;
}
{
// increase chroma scaling slightly of shadows
float nL = Color::gamma2curve[newLuminance]; // apply gamma so we make comparison and transition with a more perceptual lightness scale
float dark_scale_factor = 1.20f;
//float dark_scale_factor = 1.0 + state.debug.p2 / 100.0f;
const float lolim = 0.15f;
const float hilim = 0.50f;
if (nL < lolim) {
// do nothing, keep scale factor
} else if (nL < hilim) {
// S-curve transition
float x = (nL - lolim) / (hilim - lolim); // x = [0..1], 0 at lolim, 1 at hilim
if (x < 0.5f) {
x = 2.f * SQR(x);
} else {
x = 1.f - 2.f * SQR(1 - x);
}
dark_scale_factor = dark_scale_factor * (1.0f - x) + x;
} else {
dark_scale_factor = 1.f;
}
cmul *= dark_scale_factor;
}
{
// to avoid strange CIECAM02 chroma errors on close-to-shadow-clipping colors we reduce chroma scaling towards 1.0 for black colors
float dark_scale_factor = 1.f / cmul;
const float lolim = 4.f;
const float hilim = 7.f;
if (J < lolim) {
// do nothing, keep scale factor
} else if (J < hilim) {
// S-curve transition
float x = (J - lolim) / (hilim - lolim);
if (x < 0.5f) {
x = 2.f * SQR(x);
} else {
x = 1.f - 2.f * SQR(1 - x);
}
dark_scale_factor = dark_scale_factor * (1.f - x) + x;
} else {
dark_scale_factor = 1.f;
}
cmul *= dark_scale_factor;
}
C *= cmul;
Ciecam02::jch2xyz_ciecam02float(x, y, z,
J, C, h,
xw, yw, zw,
c, nc, 1, pow1, nbb, ncb, fl, cz, d, aw);
if (!isfinite(x) || !isfinite(y) || !isfinite(z)) {
// can happen for colors on the rim of being outside gamut, that worked without chroma scaling but not with. Then we return only the curve's result.
if (!state.isProphoto) {
float newr = state.Prophoto2Working[0][0] * r + state.Prophoto2Working[0][1] * g + state.Prophoto2Working[0][2] * b;
float newg = state.Prophoto2Working[1][0] * r + state.Prophoto2Working[1][1] * g + state.Prophoto2Working[1][2] * b;
float newb = state.Prophoto2Working[2][0] * r + state.Prophoto2Working[2][1] * g + state.Prophoto2Working[2][2] * b;
r = newr;
g = newg;
b = newb;
}
return;
}
Color::xyz2Prophoto(x, y, z, r, g, b);
r *= 655.35f;
g *= 655.35f;
b *= 655.35f;
r = LIM<float> (r, 0.f, 65535.f);
g = LIM<float> (g, 0.f, 65535.f);
b = LIM<float> (b, 0.f, 65535.f);
{
// limit saturation increase in rgb space to avoid severe clipping and flattening in extreme highlights
// we use the RGB-HSV hue-stable "Adobe" curve as reference. For S-curve contrast it increases
// saturation greatly, but desaturates extreme highlights and thus provide a smooth transition to
// the white point. However the desaturation effect is quite strong so we make a weighting
float ah, as, av, h, s, v;
Color::rgb2hsv(ar, ag, ab, ah, as, av);
Color::rgb2hsv(r, g, b, h, s, v);
float sat_scale = as <= 0.f ? 1.f : s / as; // saturation scale compared to Adobe curve
float keep = 0.2f;
const float lolim = 1.00f; // only mix in the Adobe curve if we have increased saturation compared to it
const float hilim = 1.20f;
if (sat_scale < lolim) {
// saturation is low enough, don't desaturate
keep = 1.f;
} else if (sat_scale < hilim) {
// S-curve transition
float x = (sat_scale - lolim) / (hilim - lolim); // x = [0..1], 0 at lolim, 1 at hilim
if (x < 0.5f) {
x = 2.f * SQR(x);
} else {
x = 1.f - 2.f * SQR(1 - x);
}
keep = (1.f - x) + keep * x;
} else {
// do nothing, very high increase, keep minimum amount
}
if (keep < 1.f) {
// mix in some of the Adobe curve result
r = r * keep + (1.f - keep) * ar;
g = g * keep + (1.f - keep) * ag;
b = b * keep + (1.f - keep) * ab;
}
}
if (!state.isProphoto) {
float newr = state.Prophoto2Working[0][0] * r + state.Prophoto2Working[0][1] * g + state.Prophoto2Working[0][2] * b;
float newg = state.Prophoto2Working[1][0] * r + state.Prophoto2Working[1][1] * g + state.Prophoto2Working[1][2] * b;
float newb = state.Prophoto2Working[2][0] * r + state.Prophoto2Working[2][1] * g + state.Prophoto2Working[2][2] * b;
r = newr;
g = newg;
b = newb;
rc[i] = r;
gc[i] = g;
bc[i] = b;
}
}
float PerceptualToneCurve::cf_range[2];
float PerceptualToneCurve::cf[1000];
float PerceptualToneCurve::f, PerceptualToneCurve::c, PerceptualToneCurve::nc, PerceptualToneCurve::yb, PerceptualToneCurve::la, PerceptualToneCurve::xw, PerceptualToneCurve::yw, PerceptualToneCurve::zw, PerceptualToneCurve::gamut;