Added functions to perform gamma correction.

Parameters type changed all to float instead of int,
to achieve a better precision in computations.
This commit is contained in:
Paolo Cignoni 2008-07-10 22:11:56 +00:00
parent b626643efb
commit c0f5310cde
1 changed files with 42 additions and 8 deletions

View File

@ -315,7 +315,7 @@ static void VertexQuality(UpdateMeshType &m)
}
//Fill the mesh with the selected color.
static int Filling(UpdateMeshType &m, vcg::Color4b c, const bool ProcessSelected=false)
static int Filling(UpdateMeshType &m, Color4b c, const bool ProcessSelected=false)
{
int counter=0;
VertexIterator vi;
@ -366,7 +366,7 @@ static float ComputeLightness(Color4b c)
}
//Apply the brightness filter, with the given amount, to the mesh.
static int Brighting(UpdateMeshType &m, int amount, const bool ProcessSelected=false)
static int Brighting(UpdateMeshType &m, float amount, const bool ProcessSelected=false)
{
int counter=0;
VertexIterator vi;
@ -377,9 +377,9 @@ static int Brighting(UpdateMeshType &m, int amount, const bool ProcessSelected=f
if(!ProcessSelected || (*vi).IsS()) //if this vertex has been selected, do transormation
{
(*vi).C() = Color4b(
math::Clamp(int((*vi).C()[0])+amount,0,255),
math::Clamp(int((*vi).C()[1])+amount,0,255),
math::Clamp(int((*vi).C()[2])+amount,0,255),
math::Clamp(int((*vi).C()[0]+amount),0,255),
math::Clamp(int((*vi).C()[1]+amount),0,255),
math::Clamp(int((*vi).C()[2]+amount),0,255),
255);
++counter;
}
@ -418,7 +418,7 @@ static int ValueMul(int value, float factor)
return math::Clamp<int>((int)((value - 128)*factor + 128), 0, 255);
}
static int ContrastBrightness(UpdateMeshType &m, float factor, int amount, const bool ProcessSelected=false)
static int ContrastBrightness(UpdateMeshType &m, float factor, float amount, const bool ProcessSelected=false)
{
int counter=0;
VertexIterator vi;
@ -438,12 +438,12 @@ static int ContrastBrightness(UpdateMeshType &m, float factor, int amount, const
//This is a composition of ColorMul() and ColorAdd(), used for Contrast&Brightness operations.
//The result is clamped just one time after all computations; this get a more accurate result.
static Color4b ColorMulAdd(Color4b c, float factor, int amount)
static Color4b ColorMulAdd(Color4b c, float factor, float amount)
{
return Color4b( ValueMulAdd(c[0], factor, amount), ValueMulAdd(c[1], factor, amount), ValueMulAdd(c[2], factor, amount), 1 );
}
static int ValueMulAdd(int value, float factor, int amount)
static int ValueMulAdd(int value, float factor, float amount)
{
return math::Clamp<int>((int)((value - 128)*factor + 128 + amount), 0, 255);
}
@ -477,6 +477,40 @@ static int ValueInvert(int value)
{
return 255-value;
}
//Apply the gamma correction filter, with the given gamma exponet, to the mesh.
static int Gamma(UpdateMeshType &m, float gamma, const bool ProcessSelected=false)
{
int counter=0;
VertexIterator vi;
for(vi=m.vert.begin();vi!=m.vert.end();++vi) //scan all the vertex...
{
if(!(*vi).IsD()) //if it has not been deleted...
{
if(!ProcessSelected || (*vi).IsS()) //if this vertex has been selected, do transormation
{
(*vi).C() = ColorPow((*vi).C(),gamma);
++counter;
}
}
}
return counter;
}
//computes the gamma transformation on a given color, according to new_val = old_val^gamma
static Color4b ColorPow(Color4b c, float exponent)
{
return vcg::Color4b(
math::Clamp((int)( ValuePow(float(c[0])/255, exponent)*255), 0, 255),
math::Clamp((int)( ValuePow(float(c[1])/255, exponent)*255), 0, 255),
math::Clamp((int)( ValuePow(float(c[2])/255, exponent)*255), 0, 255),
255);
}
static float ValuePow(float value, float exponent)
{
return pow((double)value, exponent);
}
static int Colourisation(UpdateMeshType &m, Color4b c, float intensity, const bool ProcessSelected=false)
{