retry
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/****************************************************************************
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* VCGLib o o *
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* Visual and Computer Graphics Library o o *
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* _ O _ *
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* Copyright(C) 2004 \/)\/ *
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* Visual Computing Lab /\/| *
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* ISTI - Italian National Research Council | *
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* \ *
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* All rights reserved. *
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* *
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* This program is free software; you can redistribute it and/or modify *
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* it under the terms of the GNU General Public License as published by *
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* the Free Software Foundation; either version 2 of the License, or *
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* (at your option) any later version. *
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* *
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* This program is distributed in the hope that it will be useful, *
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* but WITHOUT ANY WARRANTY; without even the implied warranty of *
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the *
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* GNU General Public License (http://www.gnu.org/licenses/gpl.txt) *
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* for more details. *
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* *
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****************************************************************************/
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#ifndef __VCG_TRI_UPDATE_COLOR
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#define __VCG_TRI_UPDATE_COLOR
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#include <limits>
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#include <math.h>
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#include <time.h>
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#include <vcg/space/color4.h>
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#include <vcg/math/histogram.h>
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#include <vcg/complex/trimesh/stat.h>
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#include <vcg/math/perlin_noise.h>
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#include <vcg/math/random_generator.h>
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#include <vcg/complex/trimesh/clean.h>
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namespace vcg {
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namespace tri {
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/// \ingroup trimesh
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/// \headerfile color.h vcg/complex/trimesh/update/color.h
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/// \brief Generation of per-vertex and per-face colors according to various strategy.
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/**
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This class is used to compute per face or per vertex color with respect to for example Border (UpdateColor::VertexBorderFlag), Selection (UpdateColor::FaceSelected), Quality .
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*/
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template <class UpdateMeshType>
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class UpdateColor
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{
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public:
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typedef UpdateMeshType MeshType;
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typedef typename UpdateMeshType::VertexType VertexType;
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typedef typename UpdateMeshType::VertexPointer VertexPointer;
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typedef typename UpdateMeshType::VertexIterator VertexIterator;
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typedef typename UpdateMeshType::FaceType FaceType;
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typedef typename UpdateMeshType::FacePointer FacePointer;
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typedef typename UpdateMeshType::FaceIterator FaceIterator;
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class ColorAvgInfo
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{
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public:
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unsigned int r;
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unsigned int g;
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unsigned int b;
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unsigned int a;
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int cnt;
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};
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static void VertexFromFace( UpdateMeshType &m)
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{
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ColorAvgInfo csi;
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csi.r=0; csi.g=0; csi.b=0; csi.cnt=0;
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SimpleTempData<typename UpdateMeshType::VertContainer, ColorAvgInfo> TD(m.vert,csi);
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FaceIterator fi;
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for(fi=m.face.begin();fi!=m.face.end();++fi)
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if(!(*fi).IsD())
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for(int j=0;j<3;++j)
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{
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TD[(*fi).V(j)].r+=(*fi).C()[0];
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TD[(*fi).V(j)].g+=(*fi).C()[1];
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TD[(*fi).V(j)].b+=(*fi).C()[2];
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TD[(*fi).V(j)].a+=(*fi).C()[3];
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++TD[(*fi).V(j)].cnt;
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}
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VertexIterator vi;
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for(vi=m.vert.begin();vi!=m.vert.end();++vi)
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if(!(*vi).IsD() && TD[*vi].cnt>0 )
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{
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(*vi).C()[0] = TD[*vi].r / TD[*vi].cnt;
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(*vi).C()[1] = TD[*vi].g / TD[*vi].cnt;
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(*vi).C()[2] = TD[*vi].b / TD[*vi].cnt;
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(*vi).C()[3] = TD[*vi].a / TD[*vi].cnt;
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}
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}
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static void FaceFromVertex( UpdateMeshType &m)
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{
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FaceIterator fi;
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for(fi=m.face.begin();fi!=m.face.end();++fi) if(!(*fi).IsD())
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{
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Color4f avg = (Color4f::Construct((*fi).V(0)->C()) +
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Color4f::Construct((*fi).V(1)->C()) +
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Color4f::Construct((*fi).V(2)->C()) )/ 3.0;
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(*fi).C().Import(avg);
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}
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}
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/// \brief Color the vertexes of the mesh that are on the border
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/**
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It uses the information in the Vertex flags, and not any topology.
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So it just require that you have correctly computed the flags;
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- vcg::tri::UpdateTopology<Mesh>::FaceFace(m.cm);
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- vcg::tri::UpdateFlags<Mesh>::FaceBorderFromFF(m.cm);
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- vcg::tri::UpdateFlags<Mesh>::VertexBorderFromFace (m.cm);
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- vcg::tri::UpdateColor<Mesh>::VertexBorderFlag(m.cm);
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*/
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static void VertexBorderFlag( UpdateMeshType &m, Color4b BorderColor=Color4b::Blue, Color4b InternalColor=Color4b::White, Color4b MixColor=Color4b::Cyan)
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{
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Color4b BaseColor = Color4b::Green;
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VertexConstant(m,BaseColor);
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typename UpdateMeshType::FaceIterator fi;
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for(fi=m.face.begin();fi!=m.face.end();++fi) if(!(*fi).IsD())
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for(int j=0;j<3;++j)
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if((*fi).IsB(j)){
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if( (*fi).V(j)->C() == BaseColor) (*fi).V(j)->C() = BorderColor;
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if( (*fi).V(j)->C() == InternalColor) (*fi).V(j)->C() = MixColor;
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if( (*fi).V1(j)->C() == BaseColor) (*fi).V1(j)->C() = BorderColor;
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if( (*fi).V1(j)->C() == InternalColor) (*fi).V1(j)->C() = MixColor;
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} else
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{
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if( (*fi).V(j)->C() == BaseColor) (*fi).V(j)->C() = InternalColor;
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if( (*fi).V(j)->C() == BorderColor) (*fi).V(j)->C() = MixColor;
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if( (*fi).V1(j)->C() == BaseColor) (*fi).V1(j)->C() = InternalColor;
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if( (*fi).V1(j)->C() == BorderColor) (*fi).V1(j)->C() = MixColor;
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}
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}
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/// This function colores the face of a mesh randomly.
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/// The faux bit is used to color polygonal faces uniformly
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static void FaceRandomConnectedComponent( UpdateMeshType &m)
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{
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std::vector< std::pair<int, typename UpdateMeshType::FacePointer> > CCV;
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int ScatterSize= min (100,tri::Clean<UpdateMeshType>::ConnectedComponents(m, CCV)); // number of random color to be used. Never use too many.
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ConnectedIterator<MeshType> ci;
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for(unsigned int i=0;i<CCV.size();++i)
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{
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Color4b BaseColor = Color4b::Scatter(ScatterSize, i%ScatterSize,.4f,.7f);
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std::vector<typename MeshType::FacePointer> FPV;
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for(ci.start(m,CCV[i].second);!ci.completed();++ci)
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(*ci)->C()=BaseColor;
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}
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}
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/// This function colores the face of a mesh randomly.
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/// The faux bit is used to color polygonal faces uniformly
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static void MultiFaceRandom( UpdateMeshType &m)
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{
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FaceIterator fi;
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Color4b BaseColor = Color4b::Black;
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FaceConstant(m,BaseColor);
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int id_num=0;
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for(fi=m.face.begin();fi!=m.face.end();++fi)
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if(!(*fi).IsD())
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{
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id_num++;
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if((*fi).C() == BaseColor) (*fi).C() = Color4b::Scatter(50, id_num%50,.4f,.7f);
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for(int j=0;j<3;++j)
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if((*fi).IsF(j))
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{
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assert(!IsBorder((*fi),j));
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(*fi).FFp(j)->C()= (*fi).C();
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}
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}
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}
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static void FaceBF( UpdateMeshType &m, Color4b vn=Color4b::White, Color4b vb=Color4b::Blue,
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Color4b vc=Color4b::Red, Color4b vs=Color4b::LightBlue)
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{
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typename UpdateMeshType::FaceIterator fi;
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for(fi=m.face.begin();fi!=m.face.end();++fi)
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if(!(*fi).IsD())
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(*fi).C() = vn;
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for(fi=m.face.begin();fi!=m.face.end();++fi)
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if(!(*fi).IsD())
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{
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if((*fi).IsS())
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(*fi).C() = vs;
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else
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{
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for(int j=0;j<3;++j)
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if(*fi.IsManifold(j)){
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if((*fi).IsB(j)){
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(*fi).C() = vb;
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(*fi).C() = vb;
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}
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}
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else
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{
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(*fi).C() = vc;
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(*fi).C() = vc;
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}
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}
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}
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}
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static int FaceSelected(UpdateMeshType &m, Color4b vs=Color4b::LightBlue)
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{
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int cnt=0;
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typename UpdateMeshType::FaceIterator fi;
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for(fi=m.face.begin();fi!=m.face.end();++fi)
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if(!(*fi).IsD()){
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if((*fi).IsS()) { (*fi).C() = vs; ++cnt; }
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else (*fi).C() = Color4b::White;
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}
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return cnt;
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}
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static void FaceColorStrip(UpdateMeshType &m, std::vector<FacePointer> &TStripF)
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{
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vcg::Color4b cc[7]={
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vcg::Color4b::White ,
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vcg::Color4b::Red ,
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vcg::Color4b::Green ,
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vcg::Color4b::Blue ,
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vcg::Color4b::Cyan ,
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vcg::Color4b::Yellow ,
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vcg::Color4b::Magenta
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};
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int cnt=0;
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typename std::vector<FacePointer>::iterator fi;
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for(fi=TStripF.begin();fi!=TStripF.end();++fi)
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if(*fi) (**fi).C().ColorRamp(0,16,cnt);
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else cnt=(cnt+1)%16;
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// if(*fi) (**fi).C()=cc[cnt];
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// else cnt=(cnt+1)%7;
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}
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static int VertexSelected(UpdateMeshType &m, Color4b vs=Color4b::LightBlue)
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{
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int cnt=0;
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typename UpdateMeshType::VertexIterator vi;
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for(vi=m.vert.begin();vi!=m.vert.end();++vi)
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if(!(*vi).IsD()){
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if((*vi).IsS()) {(*vi).C() = vs; ++cnt; }
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else (*vi).C() = Color4b::White;
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}
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return cnt;
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}
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static void VertexConstant(UpdateMeshType &m, Color4b c=Color4b::White)
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{
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typename UpdateMeshType::VertexIterator vi;
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for(vi=m.vert.begin();vi!=m.vert.end();++vi) if(!(*vi).IsD())
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(*vi).C()=c;
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}
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static void FaceConstant(UpdateMeshType &m, Color4b c=Color4b::White)
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{
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typename UpdateMeshType::FaceIterator fi;
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for(fi=m.face.begin();fi!=m.face.end();++fi)
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(*fi).C()=c;
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}
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static void VertexBorderManifoldFlag(UpdateMeshType &m, Color4b vn=Color4b::White, Color4b vb=Color4b::Blue, Color4b vc=Color4b::Red)
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{
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typename UpdateMeshType::VertexIterator vi;
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for(vi=m.vert.begin();vi!=m.vert.end();++vi) if(!(*vi).IsD())
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(*vi).C()=vn;
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typename UpdateMeshType::FaceIterator fi;
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for(fi=m.face.begin();fi!=m.face.end();++fi)
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if(!(*fi).IsD())
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for(int j=0;j<3;++j)
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if((*fi).IsManifold(j)){
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if((*fi).IsB(j)){
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(*fi).V(j)->C()=vb;
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(*fi).V1(j)->C()=vb;
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}
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}
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else
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{
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(*fi).V(j)->C()=vc;
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(*fi).V1(j)->C()=vc;
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}
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}
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static void FaceQualityGray(UpdateMeshType &m, float minq, float maxq)
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{
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typename UpdateMeshType::FaceIterator fi;
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for(fi=m.face.begin();fi!=m.face.end();++fi) if(!(*fi).IsD())
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(*fi).C().SetGrayShade( ((*fi).Q()-minq)/(maxq-minq));
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}
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static void FaceQualityGray(UpdateMeshType &m)
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{
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std::pair<float,float> minmax = Stat<UpdateMeshType>::ComputePerFaceQualityMinMax(m);
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FaceQualityGray(m,minmax.first,minmax.second);
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}
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static void FaceQualityRamp(UpdateMeshType &m,bool selected=false)
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{
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// step 1: find the range
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typename UpdateMeshType::FaceIterator fi;
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float minq=std::numeric_limits<float>::max(),
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maxq=-std::numeric_limits<float>::max();
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for(fi=m.face.begin();fi!=m.face.end();++fi) if(!(*fi).IsD())
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if(!selected || (*fi).IsS())
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{
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minq=std::min(minq,(*fi).Q());
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maxq=std::max(maxq,(*fi).Q());
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}
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FaceQualityRamp(m,minq,maxq,selected);
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}
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static void FaceQualityRamp(UpdateMeshType &m, float minq, float maxq,bool selected=false)
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{
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typename UpdateMeshType::FaceIterator fi;
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for(fi=m.face.begin();fi!=m.face.end();++fi) if(!(*fi).IsD())
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if(!selected || (*fi).IsS())
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(*fi).C().ColorRamp(minq,maxq,(*fi).Q());
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}
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static void VertexQualityRamp(UpdateMeshType &m, float minq, float maxq)
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{
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typename UpdateMeshType::VertexIterator vi;
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for(vi=m.vert.begin();vi!=m.vert.end();++vi)
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if(!(*vi).IsD())
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(*vi).C().ColorRamp(minq,maxq,(*vi).Q());
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}
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static void VertexQualityRamp(UpdateMeshType &m)
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{
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std::pair<float,float> minmax = Stat<UpdateMeshType>::ComputePerVertexQualityMinMax(m);
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VertexQualityRamp(m,minmax.first,minmax.second);
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}
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static void VertexQualityGray(UpdateMeshType &m, const float minq, const float maxq)
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{
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typename UpdateMeshType::VertexIterator vi;
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for(vi=m.vert.begin();vi!=m.vert.end();++vi)
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if(!(*vi).IsD())
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(*vi).C().SetGrayShade( ((*vi).Q()-minq)/(maxq-minq));
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}
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static void VertexQualityGray(UpdateMeshType &m)
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{
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std::pair<float,float> minmax = Stat<UpdateMeshType>::ComputePerVertexQualityMinMax( m);
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VertexQualityGray(m,minmax.first,minmax.second);
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}
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//Fill the mesh with the selected color.
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static int Filling(UpdateMeshType &m, Color4b c, const bool ProcessSelected=false)
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{
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int counter=0;
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VertexIterator vi;
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for(vi=m.vert.begin();vi!=m.vert.end();++vi) //scan all the vertex...
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{
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if(!(*vi).IsD()) //if it has not been deleted...
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{
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if(!ProcessSelected || (*vi).IsS()) //if this vertex has been selected, do transormation
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{
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(*vi).C() = c;
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++counter;
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}
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}
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}
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return counter;
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}
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//Reduces the mesh to two colors according to a threshold.
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static int Thresholding(UpdateMeshType &m, float threshold, Color4b c1 = Color4<unsigned char>::Black, Color4b c2 = Color4<unsigned char>::White, const bool ProcessSelected=false)
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{
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int counter=0;
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VertexIterator vi;
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for(vi=m.vert.begin();vi!=m.vert.end();++vi) //scan all the vertex...
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{
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if(!(*vi).IsD()) //if it has not been deleted...
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{
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if(!ProcessSelected || (*vi).IsS()) //if this vertex has been selected, do transormation
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{
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float value = ComputeLightness((*vi).C());
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if(value<=threshold) (*vi).C() = c1;
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else (*vi).C() = c2;
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++counter;
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}
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}
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}
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return counter;
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}
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//Computes the lightness value for a specified color. lightness = 0.5*(Max(R,G,B)+Min(R,G,B))
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static float ComputeLightness(Color4b c)
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{
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float min_rgb = (float)math::Min(c[0],c[1],c[2]);
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float max_rgb = (float)math::Max(c[0],c[1],c[2]);
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return (max_rgb + min_rgb)/2;
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}
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//Apply the brightness filter, with the given amount, to the mesh.
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static int Brighting(UpdateMeshType &m, float amount, const bool ProcessSelected=false)
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{
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int counter=0;
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VertexIterator vi;
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for(vi=m.vert.begin();vi!=m.vert.end();++vi) //scan all the vertex...
|
||||
{
|
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if(!(*vi).IsD()) //if it has not been deleted...
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{
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if(!ProcessSelected || (*vi).IsS()) //if this vertex has been selected, do transormation
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{
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(*vi).C() = Color4b(
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math::Clamp(int((*vi).C()[0]+amount),0,255),
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math::Clamp(int((*vi).C()[1]+amount),0,255),
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||||
math::Clamp(int((*vi).C()[2]+amount),0,255),
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255);
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++counter;
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}
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||||
}
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}
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return counter;
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}
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//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;
|
||||
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() = ColorMul((*vi).C(),factor);
|
||||
++counter;
|
||||
}
|
||||
}
|
||||
}
|
||||
return counter;
|
||||
}
|
||||
|
||||
//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);
|
||||
}
|
||||
|
||||
static int ValueMul(int value, float factor)
|
||||
{
|
||||
return math::Clamp<int>((int)((value - 128)*factor + 128), 0, 255);
|
||||
}
|
||||
|
||||
//Apply Brightness and Contrast filter to the mesh, with the given contrast factor and brightness amount.
|
||||
static int BrightnessContrast(UpdateMeshType &m, float brightness, float contrast, 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() = ColorBrightnessContrast((*vi).C(),brightness,contrast);
|
||||
++counter;
|
||||
}
|
||||
}
|
||||
}
|
||||
return counter;
|
||||
}
|
||||
|
||||
//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.
|
||||
// The formula used here is the one of GIMP.
|
||||
static Color4b ColorBrightnessContrast(Color4b c, float brightness, float contrast)
|
||||
{
|
||||
return Color4b( ValueBrightnessContrast(c[0], brightness, contrast),
|
||||
ValueBrightnessContrast(c[1], brightness, contrast),
|
||||
ValueBrightnessContrast(c[2], brightness, contrast), 1 );
|
||||
}
|
||||
|
||||
static int ValueBrightnessContrast(unsigned char ivalue, float brightness, float contrast)
|
||||
{
|
||||
float value = float(ivalue)/255.0f;
|
||||
if (brightness < 0.0) value = value * ( 1.0 + brightness);
|
||||
else value = value + ((1.0 - value) * brightness);
|
||||
value = (value - 0.5) * (tan ((contrast + 1) * M_PI/4) ) + 0.5;
|
||||
return math::Clamp<int>(255.0*value, 0, 255);
|
||||
}
|
||||
|
||||
//Invert the colors of the mesh.
|
||||
static int Invert(UpdateMeshType &m, 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() = ColorInvert((*vi).C());
|
||||
++counter;
|
||||
}
|
||||
}
|
||||
}
|
||||
return counter;
|
||||
}
|
||||
|
||||
//Invert the rgb component of the color
|
||||
static Color4b ColorInvert(Color4b c)
|
||||
{
|
||||
return Color4b( ValueInvert(c[0]), ValueInvert(c[1]), ValueInvert(c[2]), 1);
|
||||
}
|
||||
|
||||
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(), 1/gamma);
|
||||
++counter;
|
||||
}
|
||||
}
|
||||
}
|
||||
return counter;
|
||||
}
|
||||
|
||||
//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(
|
||||
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 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;
|
||||
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() = ColorLevels((*vi).C(), gamma, in_min, in_max, out_min, out_max, rgbMask);
|
||||
++counter;
|
||||
}
|
||||
}
|
||||
}
|
||||
return counter;
|
||||
}
|
||||
|
||||
//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];
|
||||
if(rgbMask & RED_CHANNEL) r = ValueLevels(c[0], gamma, in_min, in_max, out_min, out_max);
|
||||
if(rgbMask & GREEN_CHANNEL) g = ValueLevels(c[1], gamma, in_min, in_max, out_min, out_max);
|
||||
if(rgbMask & BLUE_CHANNEL) b = ValueLevels(c[2], gamma, in_min, in_max, out_min, out_max);
|
||||
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 = 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;
|
||||
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() = ColorApplyDiff((*vi).C(), c, intensity);
|
||||
++counter;
|
||||
}
|
||||
}
|
||||
}
|
||||
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);
|
||||
}
|
||||
|
||||
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;
|
||||
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() = ColorDesaturate((*vi).C(), method);
|
||||
++counter;
|
||||
}
|
||||
}
|
||||
}
|
||||
return counter;
|
||||
}
|
||||
|
||||
//Desature the color. Ausiliary functions to calculate lightness/luminosity/average.
|
||||
static Color4b ColorDesaturate(Color4b c, int method)
|
||||
{
|
||||
switch(method){
|
||||
case M_LIGHTNESS:{
|
||||
int val = (int)ComputeLightness(c);
|
||||
return Color4b( val, val, val, 255);
|
||||
}
|
||||
case M_AVERAGE:{
|
||||
int val = (int)ComputeAvgLightness(c);
|
||||
return Color4b( val, val, val, 255);
|
||||
}
|
||||
case M_LUMINOSITY:{
|
||||
int val = (int)ComputeLuminosity(c);
|
||||
return Color4b( val, val, val, 255);
|
||||
}
|
||||
default: assert(0);
|
||||
}
|
||||
}
|
||||
|
||||
//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]);
|
||||
}
|
||||
|
||||
//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);
|
||||
|
||||
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, put it in the histograms
|
||||
{
|
||||
float v = ComputeLightness((*vi).C())+0.5; //compute and round lightness value
|
||||
Hl.Add(v); Hr.Add((float)(*vi).C()[0]); Hg.Add((float)(*vi).C()[1]); Hb.Add((float)(*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++){
|
||||
cdf_l[i] = Hl.BinCount(float(i)) + cdf_l[i-1];
|
||||
cdf_r[i] = Hr.BinCount(float(i)) + cdf_r[i-1];
|
||||
cdf_g[i] = Hg.BinCount(float(i)) + cdf_g[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...
|
||||
{
|
||||
if(!(*vi).IsD()) //if it has not been deleted...
|
||||
{
|
||||
if(!ProcessSelected || (*vi).IsS()) //if this vertex has been selected, do transormation
|
||||
{
|
||||
(*vi).C()=ColorEqualize((*vi).C(), cdf_l, cdf_r, cdf_g, cdf_b, rgbMask);
|
||||
++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)
|
||||
{
|
||||
unsigned char r = c[0], g = c[1], b = c[2];
|
||||
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 the equalized gray color
|
||||
}
|
||||
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;
|
||||
float lightness = 0;
|
||||
int counter=0;
|
||||
VertexIterator vi;
|
||||
|
||||
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...
|
||||
{
|
||||
//the lighter color is selected with an incremental approach...
|
||||
float v = ComputeLightness((*vi).C());
|
||||
if( v > lightness){
|
||||
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...
|
||||
{
|
||||
if(!ProcessSelected || (*vi).IsS()) //if this vertex has been selected, do transormation
|
||||
{
|
||||
(*vi).C()=ColorWhiteBalance((*vi).C(),unbalancedWhite);
|
||||
++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)
|
||||
{
|
||||
//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),
|
||||
math::Clamp<int>((int)(c[2]*(255.0f/unbalancedWhite[2])), 0, 255),
|
||||
255);
|
||||
}
|
||||
|
||||
static void PerlinColor(MeshType& m, Box3f bbox, float freq, Point3i channelOffsets)
|
||||
{
|
||||
typedef typename MeshType::ScalarType ScalarType;
|
||||
|
||||
Point3<ScalarType> p;
|
||||
for(VertexIterator vi = m.vert.begin(); vi!=m.vert.end(); ++vi)
|
||||
{
|
||||
if(!(*vi).IsD()){
|
||||
p = bbox.GlobalToLocal(m.Tr * (*vi).P()); //actual vertex position scaled to bbox
|
||||
(*vi).C() = Color4b( int(255*math::Perlin::Noise(channelOffsets[0]+p[0]*freq,channelOffsets[0]+p[1]*freq,channelOffsets[0]+p[2]*freq)),
|
||||
int(255*math::Perlin::Noise(channelOffsets[1]+p[0]*freq,channelOffsets[1]+p[1]*freq,channelOffsets[1]+p[2]*freq)),
|
||||
int(255*math::Perlin::Noise(channelOffsets[2]+p[0]*freq,channelOffsets[2]+p[1]*freq,channelOffsets[2]+p[2]*freq)),
|
||||
255 );
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
static void ColorNoise(MeshType& m, int noiseBits)
|
||||
{
|
||||
if(noiseBits>8) noiseBits = 8;
|
||||
if(noiseBits<1) return;
|
||||
|
||||
math::SubtractiveRingRNG randomGen = math::SubtractiveRingRNG(time(NULL));
|
||||
for(VertexIterator vi = m.vert.begin(); vi!=m.vert.end(); ++vi)
|
||||
{
|
||||
if(!(*vi).IsD()){
|
||||
(*vi).C()[0] = math::Clamp<int>((*vi).C()[0] + randomGen.generate(int(2*pow(2.0f,noiseBits))) - int(pow(2.0f,noiseBits)),0,255);
|
||||
(*vi).C()[1] = math::Clamp<int>((*vi).C()[1] + randomGen.generate(int(2*pow(2.0f,noiseBits))) - int(pow(2.0f,noiseBits)),0,255);
|
||||
(*vi).C()[2] = math::Clamp<int>((*vi).C()[2] + randomGen.generate(int(2*pow(2.0f,noiseBits))) - int(pow(2.0f,noiseBits)),0,255);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
};
|
||||
|
||||
}// end namespace
|
||||
}// end namespace
|
||||
#endif
|
Loading…
Reference in New Issue