commented

This commit is contained in:
Paolo Cignoni 2008-07-24 09:53:18 +00:00
parent c46f5f2435
commit d89a3da4ea
1 changed files with 35 additions and 16 deletions

View File

@ -334,8 +334,8 @@ static int Filling(UpdateMeshType &m, Color4b c, const bool ProcessSelected=fals
return counter;
}
//Reduces the mesh to two colors according to a treshold.
static int Tresholding(UpdateMeshType &m, float treshold, Color4b c1 = Color4<unsigned char>::Black, Color4b c2 = Color4<unsigned char>::White, const bool ProcessSelected=false)
//Reduces the mesh to two colors according to a threshold.
static int Thresholding(UpdateMeshType &m, float threshold, Color4b c1 = Color4<unsigned char>::Black, Color4b c2 = Color4<unsigned char>::White, const bool ProcessSelected=false)
{
int counter=0;
VertexIterator vi;
@ -347,7 +347,7 @@ static int Tresholding(UpdateMeshType &m, float treshold, Color4b c1 = Color4<un
{
float value = ComputeLightness((*vi).C());
if(value<=treshold) (*vi).C() = c1;
if(value<=threshold) (*vi).C() = c1;
else (*vi).C() = c2;
++counter;
}
@ -647,8 +647,11 @@ static float ComputeLuminosity(Color4b c)
return float(0.2126f*c[0]+0.7152f*c[1]+0.0722f*c[2]);
}
//Equalize the histogram of colors. It can equalize any combination of rgb channels or
//it can work on lightness.
static int Equalize(UpdateMeshType &m, unsigned int rgbMask, const bool ProcessSelected=false)
{
//declares , resets and set up 4 histograms, for Red, Green, Blue and Lightness
Histogramf Hl, Hr, Hg, Hb;
Hl.Clear(); Hr.Clear(); Hg.Clear(); Hb.Clear();
Hl.SetRange(0, 255, 255); Hr.SetRange(0, 255, 255); Hg.SetRange(0, 255, 255); Hb.SetRange(0, 255, 255);
@ -656,18 +659,20 @@ static int Equalize(UpdateMeshType &m, unsigned int rgbMask, const bool ProcessS
int counter=0;
VertexIterator vi;
//Scan the mesh to build the histograms
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
if(!ProcessSelected || (*vi).IsS()) //if this vertex has been selected, put it in the histograms
{
int v = (int)(ComputeLightness((*vi).C())+0.5);
int v = (int)(ComputeLightness((*vi).C())+0.5); //compute and round lightness value
Hl.Add(v); Hr.Add((*vi).C()[0]); Hg.Add((*vi).C()[1]); Hb.Add((*vi).C()[2]);
}
}
}
//for each histogram, compute the cumulative distribution function, and build a lookup table
int cdf_l[256], cdf_r[256], cdf_g[256], cdf_b[256];
cdf_l[0] = Hl.BinCount(0); cdf_r[0] = Hr.BinCount(0); cdf_g[0] = Hg.BinCount(0); cdf_b[0] = Hb.BinCount(0);
for(int i=1; i<256; i++){
@ -677,6 +682,7 @@ static int Equalize(UpdateMeshType &m, unsigned int rgbMask, const bool ProcessS
cdf_b[i] = Hb.BinCount(float(i)) + cdf_b[i-1];
}
//this loop aaplies the transformation to colors
for(vi=m.vert.begin();vi!=m.vert.end();++vi) //scan all the vertex...
{
if(!(*vi).IsD()) //if it has not been deleted...
@ -691,24 +697,29 @@ static int Equalize(UpdateMeshType &m, unsigned int rgbMask, const bool ProcessS
return counter;
}
//Applies equalization to the components of the color according to rgbmask
static Color4b ColorEqualize(Color4b c, int cdf_l[256], int cdf_r[256], int cdf_g[256], int cdf_b[256], unsigned int rgbMask)
{
unsigned char r = c[0], g = c[1], b = c[2];
if(rgbMask == NO_CHANNELS){
if(rgbMask == NO_CHANNELS) //in this case, equalization is done on lightness
{
int v = ValueEqualize(cdf_l[(int)(ComputeLightness(c)+0.5f)], cdf_l[0], cdf_l[255]);
return Color4b(v, v, v, 255);
return Color4b(v, v, v, 255); //return the equalized gray color
}
if(rgbMask & RED_CHANNEL) r = ValueEqualize(cdf_r[c[0]], cdf_r[0], cdf_r[255]);
if(rgbMask & GREEN_CHANNEL) g = ValueEqualize(cdf_g[c[1]], cdf_g[0], cdf_g[255]);
if(rgbMask & BLUE_CHANNEL) b = ValueEqualize(cdf_b[c[2]], cdf_b[0], cdf_b[255]);
return Color4b(r, g, b, 255);
if(rgbMask & RED_CHANNEL) r = ValueEqualize(cdf_r[c[0]], cdf_r[0], cdf_r[255]); //Equalizes red
if(rgbMask & GREEN_CHANNEL) g = ValueEqualize(cdf_g[c[1]], cdf_g[0], cdf_g[255]); //Equalizes green
if(rgbMask & BLUE_CHANNEL) b = ValueEqualize(cdf_b[c[2]], cdf_b[0], cdf_b[255]); //Equalizes blue
return Color4b(r, g, b, 255); //return the equalized color
}
//Compute the equalized value
static int ValueEqualize(int cdfValue, int cdfMin, int cdfMax)
{
return int(float((cdfValue - cdfMin)/float(cdfMax - cdfMin)) * 255.0f);
}
//applies the white balance filter. It may works with an auto regulation of white, or based on a user
//color that is supposed to be white.
static int WhiteBalance(UpdateMeshType &m, bool automatic, Color4b userColor, const bool ProcessSelected=false)
{
Color4b unbalancedWhite;
@ -716,25 +727,27 @@ static int WhiteBalance(UpdateMeshType &m, bool automatic, Color4b userColor, co
int counter=0;
VertexIterator vi;
if(!automatic) unbalancedWhite = userColor;
else
if(!automatic) unbalancedWhite = userColor; //no auto regolation required, user has provided a color.
else //else, we need to scan the mesh and pick its lighter color...
{
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
if(!ProcessSelected || (*vi).IsS()) //if this vertex has been selected...
{
//the lighter color is selected with an incremental approach...
float v = ComputeLightness((*vi).C());
if( v > lightness){
lightness = v;
unbalancedWhite = (*vi).C();
lightness = v; //save lightness
unbalancedWhite = (*vi).C(); //save the color
}
}
}
}
}
//in this loop the transformation is applied to the mesh
for(vi=m.vert.begin();vi!=m.vert.end();++vi) //scan all the vertex...
{
if(!(*vi).IsD()) //if it has not been deleted...
@ -749,8 +762,14 @@ static int WhiteBalance(UpdateMeshType &m, bool automatic, Color4b userColor, co
return counter;
}
//Balnce the white of the color, applying a correction factor based on the unbalancedWhite color.
static Color4b ColorWhiteBalance(Color4b c, Color4b unbalancedWhite)
{
//sanity check to avoid division by zero...
if(unbalancedWhite[0]==0) unbalancedWhite[0]=1;
if(unbalancedWhite[1]==0) unbalancedWhite[1]=1;
if(unbalancedWhite[2]==0) unbalancedWhite[2]=1;
return Color4b(
math::Clamp<int>((int)(c[0]*(255.0f/unbalancedWhite[0])), 0, 255),
math::Clamp<int>((int)(c[1]*(255.0f/unbalancedWhite[1])), 0, 255),