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https://github.com/leozide/leocad
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Merge pull request #621 from trevorsandy/AUTOMATE_EDGE_COLOURS
Use saturated part colour when calculating edge colour
This commit is contained in:
commit
0784a2133a
5 changed files with 174 additions and 23 deletions
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@ -837,8 +837,7 @@ lcCommandLineOptions lcApplication::ParseCommandLineOptions()
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if (Options.AutomateEdgeColor && lcIsHighContrast(Options.StudStyle))
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{
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Options.StdErr += tr("Automate edge color and high contrast stud style cannot be enabled at the same time.\n");
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Options.ParseOK = false;
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Options.StdErr += tr("High contrast stud and edge color settings are ignored when -aec or --automate-edge-color is set.\n");
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}
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if (!Options.CameraName.isEmpty())
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@ -217,27 +217,27 @@ static void lcAdjustStudStyleColors(std::vector<lcColor>& Colors, lcStudStyle St
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if (!Preferences.mAutomateEdgeColor && !lcIsHighContrast(StudStyle))
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return;
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const float LDIndex = LC_SRGB_TO_LINEAR(Preferences.mPartColorValueLDIndex);
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const lcVector4 Edge = lcVector4FromColor(Preferences.mPartEdgeColor);
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const lcVector4 DarkEdge = lcVector4FromColor(Preferences.mDarkEdgeColor);
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const lcVector4 BlackEdge = lcVector4FromColor(Preferences.mBlackEdgeColor);
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const float ContrastControl = Preferences.mPartEdgeContrast;
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const float LightDarkControl = LC_SRGB_TO_LINEAR(Preferences.mAutomateEdgeColor ? Preferences.mPartColorValueLDIndex : Preferences.mPartColorValueLDIndex);
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for (lcColor& Color : Colors)
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{
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float ValueLuminescence = lcLuminescenceFromSRGB(Color.Value);
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lcVector3 LinearColor = lcSRGBToLinear(lcVector3(Color.Value));
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const float ValueLuminescence = lcLuminescence(LinearColor);
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if (Preferences.mAutomateEdgeColor)
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{
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float EdgeLuminescence = 0.0f;
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if (Color.Adjusted)
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continue;
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if (ValueLuminescence > LDIndex)
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EdgeLuminescence = ValueLuminescence - (ValueLuminescence * Preferences.mPartEdgeContrast);
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else
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EdgeLuminescence = (1.0f - ValueLuminescence) * Preferences.mPartEdgeContrast + ValueLuminescence;
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const float EdgeLuminescence = lcLuminescence(lcSRGBToLinear(lcVector3(Color.Edge)));
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EdgeLuminescence = LC_LINEAR_TO_SRGB(EdgeLuminescence);
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Color.Edge = lcVector4(EdgeLuminescence, EdgeLuminescence, EdgeLuminescence, 1.0f);
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Color.Edge = lcAlgorithmicEdgeColor(LinearColor, ValueLuminescence, EdgeLuminescence, ContrastControl, LightDarkControl);
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Color.Adjusted = true;
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}
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else
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{
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@ -245,7 +245,7 @@ static void lcAdjustStudStyleColors(std::vector<lcColor>& Colors, lcStudStyle St
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continue;
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else if (Color.Code == 0)
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Color.Edge = BlackEdge;
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else if (ValueLuminescence < LDIndex)
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else if (ValueLuminescence < LightDarkControl)
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Color.Edge = DarkEdge;
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else
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Color.Edge = Edge;
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@ -11,7 +11,8 @@ struct lcColor
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{
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quint32 Code;
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int Group;
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bool Translucent;
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bool Translucent = false;
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bool Adjusted = false;
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lcVector4 Value;
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lcVector4 Edge;
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char Name[LC_MAX_COLOR_NAME];
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@ -45,12 +45,14 @@ lcAutomateEdgeColorDialog::lcAutomateEdgeColorDialog(QWidget* Parent, bool ShowH
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EdgeSettingsLayout->addWidget(ResetPartEdgeContrastButton,0,3);
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}
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QLabel* PartColorValueLDIndexLabel = new QLabel(tr("Light/Dark Value:"), this);
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QLabel* PartColorValueLDIndexLabel = new QLabel(tr(ShowHighContrastDialog ? "Light/Dark Value:" : "Saturation:"), this);
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PartColorValueLDIndex = new QLabel(this);
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PartColorValueLDIndexSlider = new QSlider(Qt::Horizontal, this);
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PartColorValueLDIndexSlider->setRange(0, 100);
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PartColorValueLDIndexSlider->setValue(mPartColorValueLDIndex * 100);
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PartColorValueLDIndexSlider->setToolTip(tr("Set to classify where color values are light or dark - e.g. Dark Bluish Gray (72) is light at 0.39."));
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PartColorValueLDIndexSlider->setToolTip(tr(ShowHighContrastDialog ?
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"Set to classify where color values are light or dark - e.g. Dark Bluish Gray (72) is light at 0.39." :
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"Set to specify amount of edge color tint or shade from the saturation adjusted part color"));
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connect(PartColorValueLDIndexSlider, SIGNAL(valueChanged(int)), this, SLOT(SliderValueChanged(int)));
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emit PartColorValueLDIndexSlider->valueChanged(PartColorValueLDIndexSlider->value());
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163
common/lc_math.h
163
common/lc_math.h
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@ -7,6 +7,7 @@
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#define LC_RTOD (static_cast<float>(180 / M_PI))
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#define LC_PI (static_cast<float>(M_PI))
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#define LC_2PI (static_cast<float>(2 * M_PI))
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#define LC_RGB_EPSILON (static_cast<float>(0.5f / 255.0f))
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#define LC_RGB(r,g,b) LC_RGBA(r,g,b,255)
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#define LC_RGBA(r,g,b,a) ((quint32)(((quint8) (r) | ((quint16) (g) << 8)) | (((quint32) (quint8) (b)) << 16) | (((quint32) (quint8) (a)) << 24)))
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@ -15,7 +16,7 @@
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#define LC_RGBA_BLUE(rgba) ((quint8)(((rgba) >> 16) & 0xff))
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#define LC_RGBA_ALPHA(rgba) ((quint8)(((rgba) >> 24) & 0xff))
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#define LC_SRGB_TO_LINEAR(v) (powf(v, 2.2f))
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#define LC_LINEAR_TO_SRGB(v) (powf(v, 1.0f / 2.2f))
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#define LC_LINEAR_TO_SRGB(v) (powf(v, 1.0f / 2.2f))
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inline quint32 lcRGBAFromQColor(const QColor& Color)
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{
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@ -366,6 +367,15 @@ inline lcVector3& operator/=(lcVector3& a, const lcVector3& b)
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return a;
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}
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inline lcVector3& operator+=(lcVector3& a, float b)
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{
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a.x += b;
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a.y += b;
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a.z += b;
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return a;
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}
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inline lcVector3& operator*=(lcVector3& a, float b)
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{
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a.x *= b;
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@ -648,16 +658,30 @@ inline lcVector4 lcVector4FromColor(quint32 Color)
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inline quint32 lcColorFromVector3(const lcVector3& Color)
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{
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return LC_RGB(Color[0] * 255, Color[1] * 255, Color[2] * 255);
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return LC_RGB(roundf(Color[0] * 255), roundf(Color[1] * 255), roundf(Color[2] * 255));
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}
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inline float lcLuminescenceFromSRGB(lcVector4& Value)
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inline float lcLuminescence(const lcVector3& Color)
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{
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float r = LC_SRGB_TO_LINEAR(Value[0]);
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float g = LC_SRGB_TO_LINEAR(Value[1]);
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float b = LC_SRGB_TO_LINEAR(Value[2]);
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return 0.2126f * Color[0] + 0.7152f * Color[1] + 0.0722f * Color[2];
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}
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return 0.2126f * r + 0.7152f * g + 0.0722f * b;
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inline lcVector3 lcSRGBToLinear(const lcVector3& Color)
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{
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const float r = LC_SRGB_TO_LINEAR(Color[0]);
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const float g = LC_SRGB_TO_LINEAR(Color[1]);
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const float b = LC_SRGB_TO_LINEAR(Color[2]);
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return lcVector3(r, g, b);
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}
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inline lcVector3 lcLinearToSRGB(const lcVector3& Color)
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{
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const float r = LC_LINEAR_TO_SRGB(Color[0]);
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const float g = LC_LINEAR_TO_SRGB(Color[1]);
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const float b = LC_LINEAR_TO_SRGB(Color[2]);
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return lcVector3(r, g, b);
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}
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inline lcVector3 lcMul(const lcVector3& a, const lcMatrix33& b)
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@ -2063,3 +2087,128 @@ bool SphereIntersectsVolume(const Vector3& Center, float Radius, const Vector4*
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return true;
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}*/
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inline lcVector3 lcRGBToHSL(const lcVector3& rgb)
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{
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int Mi;
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float M, m, C, h, S, L; // h is H/60
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Mi = (rgb[0] >= rgb[1]) ? 0 : 1;
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Mi = (rgb[Mi] >= rgb[2]) ? Mi : 2;
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M = rgb[Mi];
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m = (rgb[0] < rgb[1]) ? rgb[0] : rgb[1];
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m = (m < rgb[2]) ? m : rgb[2];
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C = M - m;
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L = (M + m) / 2.0f;
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if (C < LC_RGB_EPSILON) // C == 0.0
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h = 0.0f;
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else if (Mi == 0) // M == R
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h = 0.0f + (rgb[1] - rgb[2]) / C;
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else if (Mi == 1) // M == G
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h = 2.0f + (rgb[2] - rgb[0]) / C;
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else // M = B
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h = 4.0f + (rgb[0] - rgb[1]) / C;
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h = (h < 0.0) ? h + 6.0f : h;
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h = (h >= 6.0) ? h - 6.0f : h;
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S = ((L < (LC_RGB_EPSILON / 2.0f)) || (L > (1.0f -(LC_RGB_EPSILON / 2.0f))))
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? 0.0f : (2.0f * (M - L)) / (1.0f - fabs((2.0f * L) - 1.0f)) ;
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return lcVector3(h, S, L);
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}
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inline lcVector3 lcHSLToRGB(const lcVector3& hSL)
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{
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lcVector3 rgb;
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float h, S, L, C, X, m;
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h = hSL[0];
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S = hSL[1];
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L = hSL[2];
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C = (1.0f - fabs(2.0f * L - 1.0f)) * S;
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X = C * (1.0f - fabs(fmodf(h, 2.0f) - 1.0f));
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if (h < 1.0f)
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rgb = lcVector3(C, X, 0.0f);
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else if (h < 2.0f)
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rgb = lcVector3(X, C, 0.0f);
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else if (h < 3.0f)
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rgb = lcVector3(0.0f, C, X);
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else if (h < 4.0f)
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rgb = lcVector3(0.0f, X, C);
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else if (h < 5.0f)
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rgb = lcVector3(X, 0.0f, C);
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else
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rgb = lcVector3(C, 0.0f, X);
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m = L - C / 2.0f;
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rgb += m;
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return rgb;
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}
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inline lcVector4 lcAlgorithmicEdgeColor(const lcVector3& Value, const float ValueLum, const float EdgeLum, const float Contrast, const float Saturation)
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{
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float y1, yt;
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lcVector3 hSL, rgb1, rgbf;
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// Determine luma target
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if (EdgeLum < ValueLum)
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{
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// Light base color
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yt = ValueLum - Contrast * ValueLum;
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}
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else
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{
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// Dark base color
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yt = ValueLum + Contrast * (1.0f - ValueLum);
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}
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// Get base color in hSL
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hSL = lcRGBToHSL(Value);
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// Adjust saturation
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// sat = 4.0f * sat - 2.0f;
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// if (sat < 0.0f)
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// {
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// sat = -sat;
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// hSL[0] = (hSL[0] < 3.0f) ? hSL[0] + 3.0f : hSL[0] - 3.0f;
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// }
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// sat = (sat > 2.0f) ? 2.0f : sat;
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// if (sat > 1.0f)
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// {
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// // Supersaturate
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// sat -= 1.0f;
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// hSL[1] += sat * (1.0f - hSL[1]);
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// }
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// else
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// {
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// Desaturate
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hSL[1] *= Saturation;
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// }
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// Adjusted color to RGB
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rgb1 = lcHSLToRGB(lcVector3(hSL[0], hSL[1], 0.5f));
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// Fix adjusted color luma to target value
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y1 = lcLuminescence(rgb1);
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if (yt < y1)
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{
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// Make darker via scaling
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rgbf = (yt/y1) * rgb1;
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}
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else
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{
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// Make lighter via scaling anti-color
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rgbf = lcVector3(1.0f, 1.0f, 1.0f) - rgb1;
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rgbf *= (1.0f - yt) / (1.0f - y1);
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rgbf = lcVector3(1.0f, 1.0f, 1.0f) - rgbf;
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}
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return lcVector4(lcLinearToSRGB(rgbf), 1.0f);
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}
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