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- import { TempNode } from '../core/TempNode.js';
- import { FunctionNode } from '../core/FunctionNode.js';
- import { LuminanceNode } from './LuminanceNode.js';
- class ColorAdjustmentNode extends TempNode {
- constructor( rgb, adjustment, method ) {
- super( 'v3' );
- this.rgb = rgb;
- this.adjustment = adjustment;
- this.method = method || ColorAdjustmentNode.SATURATION;
- }
- generate( builder, output ) {
- const rgb = this.rgb.build( builder, 'v3' ),
- adjustment = this.adjustment.build( builder, 'f' );
- switch ( this.method ) {
- case ColorAdjustmentNode.BRIGHTNESS:
- return builder.format( '( ' + rgb + ' + ' + adjustment + ' )', this.getType( builder ), output );
- break;
- case ColorAdjustmentNode.CONTRAST:
- return builder.format( '( ' + rgb + ' * ' + adjustment + ' )', this.getType( builder ), output );
- break;
- }
- const method = builder.include( ColorAdjustmentNode.Nodes[ this.method ] );
- return builder.format( method + '( ' + rgb + ', ' + adjustment + ' )', this.getType( builder ), output );
- }
- copy( source ) {
- super.copy( source );
- this.rgb = source.rgb;
- this.adjustment = source.adjustment;
- this.method = source.method;
- return this;
- }
- toJSON( meta ) {
- let data = this.getJSONNode( meta );
- if ( ! data ) {
- data = this.createJSONNode( meta );
- data.rgb = this.rgb.toJSON( meta ).uuid;
- data.adjustment = this.adjustment.toJSON( meta ).uuid;
- data.method = this.method;
- }
- return data;
- }
- }
- ColorAdjustmentNode.Nodes = ( function () {
- const hue = new FunctionNode( /* glsl */`
- vec3 hue(vec3 rgb, float adjustment) {
- const mat3 RGBtoYIQ = mat3(0.299, 0.587, 0.114, 0.595716, -0.274453, -0.321263, 0.211456, -0.522591, 0.311135);
- const mat3 YIQtoRGB = mat3(1.0, 0.9563, 0.6210, 1.0, -0.2721, -0.6474, 1.0, -1.107, 1.7046);
- vec3 yiq = RGBtoYIQ * rgb;
- float hue = atan(yiq.z, yiq.y) + adjustment;
- float chroma = sqrt(yiq.z * yiq.z + yiq.y * yiq.y);
- return YIQtoRGB * vec3(yiq.x, chroma * cos(hue), chroma * sin(hue));
- }`
- );
- // Algorithm from Chapter 16 of OpenGL Shading Language
- const saturation = new FunctionNode( /* glsl */`
- vec3 saturation(vec3 rgb, float adjustment) {
- vec3 intensity = vec3( luminance( rgb ) );
- return mix( intensity, rgb, adjustment );
- }`
- , [ LuminanceNode.Nodes.luminance ] ); // include LuminanceNode function
- // Shader by Evan Wallace adapted by @lo-th
- const vibrance = new FunctionNode( /* glsl */`
- vec3 vibrance(vec3 rgb, float adjustment) {
- float average = (rgb.r + rgb.g + rgb.b) / 3.0;
- float mx = max(rgb.r, max(rgb.g, rgb.b));
- float amt = (mx - average) * (-3.0 * adjustment);
- return mix(rgb.rgb, vec3(mx), amt);
- }`
- );
- return {
- hue: hue,
- saturation: saturation,
- vibrance: vibrance
- };
- } )();
- ColorAdjustmentNode.SATURATION = 'saturation';
- ColorAdjustmentNode.HUE = 'hue';
- ColorAdjustmentNode.VIBRANCE = 'vibrance';
- ColorAdjustmentNode.BRIGHTNESS = 'brightness';
- ColorAdjustmentNode.CONTRAST = 'contrast';
- ColorAdjustmentNode.prototype.nodeType = 'ColorAdjustment';
- ColorAdjustmentNode.prototype.hashProperties = [ 'method' ];
- export { ColorAdjustmentNode };
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