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; return counter;
} }
//Reduces the mesh to two colors according to a treshold. //Reduces the mesh to two colors according to a threshold.
static int Tresholding(UpdateMeshType &m, float treshold, Color4b c1 = Color4<unsigned char>::Black, Color4b c2 = Color4<unsigned char>::White, const bool ProcessSelected=false) 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; int counter=0;
VertexIterator vi; VertexIterator vi;
@ -347,7 +347,7 @@ static int Tresholding(UpdateMeshType &m, float treshold, Color4b c1 = Color4<un
{ {
float value = ComputeLightness((*vi).C()); float value = ComputeLightness((*vi).C());
if(value<=treshold) (*vi).C() = c1; if(value<=threshold) (*vi).C() = c1;
else (*vi).C() = c2; else (*vi).C() = c2;
++counter; ++counter;
} }
@ -647,8 +647,11 @@ static float ComputeLuminosity(Color4b c)
return float(0.2126f*c[0]+0.7152f*c[1]+0.0722f*c[2]); 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) 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; Histogramf Hl, Hr, Hg, Hb;
Hl.Clear(); Hr.Clear(); Hg.Clear(); Hb.Clear(); 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); 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; int counter=0;
VertexIterator vi; VertexIterator vi;
//Scan the mesh to build the histograms
for(vi=m.vert.begin();vi!=m.vert.end();++vi) //scan all the vertex... for(vi=m.vert.begin();vi!=m.vert.end();++vi) //scan all the vertex...
{ {
if(!(*vi).IsD()) //if it has not been deleted... 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]); 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]; 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); 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++){ 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]; 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... for(vi=m.vert.begin();vi!=m.vert.end();++vi) //scan all the vertex...
{ {
if(!(*vi).IsD()) //if it has not been deleted... 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; 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) 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]; 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]); 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 & 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]); 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]); 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 Color4b(r, g, b, 255); //return the equalized color
} }
//Compute the equalized value
static int ValueEqualize(int cdfValue, int cdfMin, int cdfMax) static int ValueEqualize(int cdfValue, int cdfMin, int cdfMax)
{ {
return int(float((cdfValue - cdfMin)/float(cdfMax - cdfMin)) * 255.0f); 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) static int WhiteBalance(UpdateMeshType &m, bool automatic, Color4b userColor, const bool ProcessSelected=false)
{ {
Color4b unbalancedWhite; Color4b unbalancedWhite;
@ -716,25 +727,27 @@ static int WhiteBalance(UpdateMeshType &m, bool automatic, Color4b userColor, co
int counter=0; int counter=0;
VertexIterator vi; VertexIterator vi;
if(!automatic) unbalancedWhite = userColor; if(!automatic) unbalancedWhite = userColor; //no auto regolation required, user has provided a color.
else 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... for(vi=m.vert.begin();vi!=m.vert.end();++vi) //scan all the vertex...
{ {
if(!(*vi).IsD()) //if it has not been deleted... 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()); float v = ComputeLightness((*vi).C());
if( v > lightness){ if( v > lightness){
lightness = v; lightness = v; //save lightness
unbalancedWhite = (*vi).C(); 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... for(vi=m.vert.begin();vi!=m.vert.end();++vi) //scan all the vertex...
{ {
if(!(*vi).IsD()) //if it has not been deleted... 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; return counter;
} }
//Balnce the white of the color, applying a correction factor based on the unbalancedWhite color.
static Color4b ColorWhiteBalance(Color4b c, Color4b unbalancedWhite) 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( return Color4b(
math::Clamp<int>((int)(c[0]*(255.0f/unbalancedWhite[0])), 0, 255), math::Clamp<int>((int)(c[0]*(255.0f/unbalancedWhite[0])), 0, 255),
math::Clamp<int>((int)(c[1]*(255.0f/unbalancedWhite[1])), 0, 255), math::Clamp<int>((int)(c[1]*(255.0f/unbalancedWhite[1])), 0, 255),