modified white balance filter to use a custom color to correct white.

This commit is contained in:
Paolo Cignoni 2008-07-23 15:29:14 +00:00
parent d82f056032
commit a880db7489
1 changed files with 46 additions and 25 deletions

View File

@ -356,7 +356,7 @@ static int Tresholding(UpdateMeshType &m, float treshold, Color4b c1 = Color4<un
return counter;
}
//Computes the luminance value for a specified color.
//Computes the lightness value for a specified color. lightness = 0.5*(Max(R,G,B)+Min(R,G,B))
static float ComputeLightness(Color4b c)
{
float min_rgb = math::Min((float)c[0],(float)c[1]);
@ -388,7 +388,8 @@ static int Brighting(UpdateMeshType &m, float amount, const bool ProcessSelected
}
return counter;
}
//Apply Contrast filter to the mesh with the given contrast factor.
static int Contrast(UpdateMeshType &m, float factor, const bool ProcessSelected=false)
{
int counter=0;
@ -407,8 +408,8 @@ static int Contrast(UpdateMeshType &m, float factor, const bool ProcessSelected=
return counter;
}
//Subtracts a middle value, multiplies the rgb components of the color for a factor,
//and adds the middle value back.This is used for contrast operation.
//Performs contrast operations on color, i.e expands or compress the histogram around
//the midpoint value. NewValue = (OldValue - 128) × factor + 128
static Color4b ColorMul(Color4b c, float factor)
{
return Color4b( ValueMul(c[0], factor), ValueMul(c[1], factor), ValueMul(c[2], factor), 1);
@ -418,7 +419,8 @@ static int ValueMul(int value, float factor)
{
return math::Clamp<int>((int)((value - 128)*factor + 128), 0, 255);
}
//Apply Contrast and Brightness filter to the mesh, with the given contrast factor and brightness amount.
static int ContrastBrightness(UpdateMeshType &m, float factor, float amount, const bool ProcessSelected=false)
{
int counter=0;
@ -437,7 +439,7 @@ static int ContrastBrightness(UpdateMeshType &m, float factor, float amount, con
return counter;
}
//This is a composition of ColorMul() and ColorAdd(), used for Contrast&Brightness operations.
//Performs contrast and brightness operations on color, i.e NewValue = (OldValue - 128) × contrast + 128 + amount
//The result is clamped just one time after all computations; this get a more accurate result.
static Color4b ColorMulAdd(Color4b c, float factor, float amount)
{
@ -449,7 +451,7 @@ static int ValueMulAdd(int value, float factor, float amount)
return math::Clamp<int>((int)((value - 128)*factor + 128 + amount), 0, 255);
}
//Invert the rgb components of the color.
//Invert the colors of the mesh.
static int Invert(UpdateMeshType &m, const bool ProcessSelected=false)
{
int counter=0;
@ -468,7 +470,7 @@ static int Invert(UpdateMeshType &m, const bool ProcessSelected=false)
return counter;
}
//invert the given color
//Invert the rgb component of the color
static Color4b ColorInvert(Color4b c)
{
return Color4b( ValueInvert(c[0]), ValueInvert(c[1]), ValueInvert(c[2]), 1);
@ -498,7 +500,7 @@ static int Gamma(UpdateMeshType &m, float gamma, const bool ProcessSelected=fals
return counter;
}
//computes the gamma transformation on a given color, according to new_val = old_val^gamma
//computes the standard gamma transformation on a given color, according to NewVal = OldVal^(1/gamma)
static Color4b ColorPow(Color4b c, float exponent)
{
return vcg::Color4b(
@ -513,6 +515,12 @@ static float ValuePow(float value, float exponent)
return powf(value, exponent);
}
//useful bit masks for RGB channels, used for Levels filter.
enum rgbChMask {ALL_CHANNELS = 7, RED_CHANNEL = 4, GREEN_CHANNEL = 2, BLUE_CHANNEL = 1, NO_CHANNELS = 0 };
//Adjusts color levels of the mesh. Filter can be applied to all RGB channels or to each channel separately.
//in_min, gamma and in_max are respectively the black point, the gray point and the white point.
//out_min and out_max are the output level for black and white respectively.
static int Levels(UpdateMeshType &m, float gamma, float in_min, float in_max, float out_min, float out_max, unsigned char rgbMask, const bool ProcessSelected=false)
{
int counter=0;
@ -531,8 +539,7 @@ static int Levels(UpdateMeshType &m, float gamma, float in_min, float in_max, fl
return counter;
}
enum rgbChMask {ALL_CHANNELS = 7, RED_CHANNEL = 4, GREEN_CHANNEL = 2, BLUE_CHANNEL = 1, NO_CHANNELS = 0 };
//Performs levels transformation on each channel set to 1 in the rgbMask.
static Color4b ColorLevels(Color4b c, float gamma, float in_min, float in_max, float out_min, float out_max, unsigned char rgbMask)
{
unsigned char r = c[0], g = c[1], b = c[2];
@ -542,19 +549,21 @@ static Color4b ColorLevels(Color4b c, float gamma, float in_min, float in_max, f
return Color4b(r, g, b, 255);
}
//Transform on levels
static int ValueLevels(int value, float gamma, float in_min, float in_max, float out_min, float out_max)
{
float fvalue = value/255.0f;
// normalize
fvalue = math::Clamp<float>(fvalue - in_min, 0.0f, 1.0f) / math::Clamp<float>(in_max - in_min, 1.0f/255.0f, 1.0f);
// transform gamma
fvalue = pow(fvalue,1/gamma);
fvalue = powf(fvalue,1/gamma);
// rescale range
fvalue = fvalue * (out_max - out_min) + out_min;
//back in interval [0,255] and clamp
return math::Clamp<int>((int)(fvalue * 255), 0, 255);
}
//Colors the mesh. Color is blended to the mesh with the given intensity.
static int Colourisation(UpdateMeshType &m, Color4b c, float intensity, const bool ProcessSelected=false)
{
int counter=0;
@ -572,7 +581,8 @@ static int Colourisation(UpdateMeshType &m, Color4b c, float intensity, const bo
}
return counter;
}
//Perform colourisation operation. For each channel C: newC = origC + intensity * (newC - origC)
static Color4b ColorApplyDiff(Color4b old_color, Color4b new_color, float intensity)
{
return Color4b( ValueApplyDiff(old_color[0],new_color[0],intensity), ValueApplyDiff(old_color[1],new_color[1],intensity), ValueApplyDiff(old_color[2], new_color[2],intensity), 255);
@ -583,6 +593,10 @@ static int ValueApplyDiff(int old_value, int new_value, float intensity)
return math::Clamp<int>((int)(old_value + intensity * (new_value - old_value)), 0, 255);
}
//An useful ENUM to hold all desaturation methods.
enum DesaturationMethods {M_LIGHTNESS = 0, M_LUMINOSITY = 1, M_AVERAGE = 2};
//Desaturates the mesh according the selected method. Method belongs to DesaturationMethods's ENUM.
static int Desaturation(UpdateMeshType &m, int method, const bool ProcessSelected=false)
{
int counter=0;
@ -601,8 +615,7 @@ static int Desaturation(UpdateMeshType &m, int method, const bool ProcessSelecte
return counter;
}
enum DesaturationMethods {M_LIGHTNESS = 0, M_LUMINOSITY = 1, M_AVERAGE = 2};
//Desature the color. Ausiliary functions to calculate lightness/luminosity/average.
static Color4b ColorDesaturate(Color4b c, int method)
{
switch(method){
@ -622,11 +635,13 @@ static Color4b ColorDesaturate(Color4b c, int method)
}
}
//ausiliary function to compute average lightness. value = (R+G+B)/3
static float ComputeAvgLightness(Color4b c)
{
return float(c[0]+c[1]+c[2])/3.0f;
}
//ausiliary function to compute luminosity. value = 0.21*R+0.71*G+0.7*B
static float ComputeLuminosity(Color4b c)
{
return float(0.2126f*c[0]+0.7152f*c[1]+0.0722f*c[2]);
@ -694,21 +709,27 @@ static int ValueEqualize(int cdfValue, int cdfMin, int cdfMax)
return int(float((cdfValue - cdfMin)/float(cdfMax - cdfMin)) * 255.0f);
}
static int WhiteBalance(UpdateMeshType &m, const bool ProcessSelected=false)
static int WhiteBalance(UpdateMeshType &m, bool automatic, Color4b userColor, const bool ProcessSelected=false)
{
Color4b unbalancedWhite;
int lightness = 0, counter=0;
float lightness = 0;
int counter=0;
VertexIterator vi;
for(vi=m.vert.begin();vi!=m.vert.end();++vi) //scan all the vertex...
if(!automatic) unbalancedWhite = userColor;
else
{
if(!(*vi).IsD()) //if it has not been deleted...
for(vi=m.vert.begin();vi!=m.vert.end();++vi) //scan all the vertex...
{
if(!ProcessSelected || (*vi).IsS()) //if this vertex has been selected, do transormation
if(!(*vi).IsD()) //if it has not been deleted...
{
int v = ComputeLightness((*vi).C());
if( v > lightness){
lightness = v;
unbalancedWhite = (*vi).C();
if(!ProcessSelected || (*vi).IsS()) //if this vertex has been selected, do transormation
{
float v = ComputeLightness((*vi).C());
if( v > lightness){
lightness = v;
unbalancedWhite = (*vi).C();
}
}
}
}