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The Tritone effect maps the scene's shadows, midtones, and highlights to three specific colors, allowing for more complex and artistic color grading. Applied Tritone Formula: if (L < 0.5) Result = (1 - 2L) * Shadow + 2L * Midtone else Result = (1 - 2(L - 0.5)) * Midtone + (2(L - 0.5)) * Highlight Where the L is Luminance. issue: https://github.com/thorvg/thorvg/issues/2718
151 lines
3.7 KiB
C++
151 lines
3.7 KiB
C++
/*
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* Copyright (c) 2020 - 2024 the ThorVG project. All rights reserved.
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* Permission is hereby granted, free of charge, to any person obtaining a copy
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* of this software and associated documentation files (the "Software"), to deal
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* in the Software without restriction, including without limitation the rights
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* to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
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* copies of the Software, and to permit persons to whom the Software is
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* furnished to do so, subject to the following conditions:
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* The above copyright notice and this permission notice shall be included in all
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* copies or substantial portions of the Software.
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* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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* AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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* OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
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* SOFTWARE.
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*/
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#include <cstdarg>
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#include "tvgScene.h"
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/************************************************************************/
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/* Internal Class Implementation */
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/************************************************************************/
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Result Scene::Impl::resetEffects()
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{
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if (effects) {
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for (auto e = effects->begin(); e < effects->end(); ++e) {
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delete(*e);
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}
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delete(effects);
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effects = nullptr;
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}
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return Result::Success;
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}
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/************************************************************************/
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/* External Class Implementation */
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/************************************************************************/
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Scene::Scene() : pImpl(new Impl(this))
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{
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}
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Scene::~Scene()
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{
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delete(pImpl);
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}
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unique_ptr<Scene> Scene::gen() noexcept
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{
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return unique_ptr<Scene>(new Scene);
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}
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TVG_DEPRECATED uint32_t Scene::identifier() noexcept
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{
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return (uint32_t) Type::Scene;
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}
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Type Scene::type() const noexcept
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{
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return Type::Scene;
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}
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Result Scene::push(unique_ptr<Paint> paint) noexcept
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{
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auto p = paint.release();
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if (!p) return Result::MemoryCorruption;
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P(p)->ref();
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//Relocated the paint to the current scene space
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P(p)->renderFlag |= RenderUpdateFlag::Transform;
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pImpl->paints.push_back(p);
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return Result::Success;
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}
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Result Scene::reserve(TVG_UNUSED uint32_t size) noexcept
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{
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return Result::NonSupport;
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}
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Result Scene::clear(bool free) noexcept
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{
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pImpl->clear(free);
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return Result::Success;
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}
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list<Paint*>& Scene::paints() noexcept
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{
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return pImpl->paints;
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}
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Result Scene::push(SceneEffect effect, ...) noexcept
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{
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if (effect == SceneEffect::ClearAll) return pImpl->resetEffects();
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if (!pImpl->effects) pImpl->effects = new Array<RenderEffect*>;
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va_list args;
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va_start(args, effect);
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RenderEffect* re = nullptr;
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switch (effect) {
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case SceneEffect::GaussianBlur: {
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re = RenderEffectGaussianBlur::gen(args);
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break;
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}
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case SceneEffect::DropShadow: {
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re = RenderEffectDropShadow::gen(args);
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break;
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}
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case SceneEffect::Fill: {
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re = RenderEffectFill::gen(args);
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break;
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}
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case SceneEffect::Tint: {
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re = RenderEffectTint::gen(args);
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break;
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}
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case SceneEffect::Tritone: {
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re = RenderEffectTritone::gen(args);
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break;
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}
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default: break;
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}
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if (!re) return Result::InvalidArguments;
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pImpl->effects->push(re);
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return Result::Success;
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}
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