Improve code quality.

Signed-off-by: Robin <rbarrand@amazon.com>
Signed-off-by: rbarrand <rbarrand@amazon.com>
This commit is contained in:
Robin
2021-09-10 14:34:24 -07:00
committed by rbarrand
parent 2e2a7b2a3e
commit 20cf2a837c
7 changed files with 91 additions and 250 deletions
@@ -16,60 +16,60 @@
// licensed and released under Creative Commons 3.0 Attribution
// https://creativecommons.org/licenses/by/3.0/
float3 HUEToRGB( float H )
float3 HueToRgb(float hue)
{
return saturate( float3( abs( H * 6.0f - 3.0f ) - 1.0f,
2.0f - abs( H * 6.0f - 2.0f ),
2.0f - abs( H * 6.0f - 4.0f )));
return saturate(float3(abs(hue * 6.0f - 3.0f) - 1.0f,
2.0f - abs(hue * 6.0f - 2.0f),
2.0f - abs(hue * 6.0f - 4.0f)));
}
float3 RGBToHCV( float3 RGB )
float3 RgbToHcv(float3 rgb)
{
// Based on work by Sam Hocevar and Emil Persson
float4 P = ( RGB.g < RGB.b ) ? float4( RGB.bg, -1.0f, 2.0f/3.0f ) : float4( RGB.gb, 0.0f, -1.0f/3.0f );
float4 Q1 = ( RGB.r < P.x ) ? float4( P.xyw, RGB.r ) : float4( RGB.r, P.yzx );
float C = Q1.x - min( Q1.w, Q1.y );
float H = abs(( Q1.w - Q1.y ) / ( 6.0f * C + 0.000001f ) + Q1.z );
return float3( H, C, Q1.x );
const float4 p = (rgb.g < rgb.b) ? float4(rgb.bg, -1.0f, 2.0f/3.0f) : float4(rgb.gb, 0.0f, -1.0f/3.0f);
const float4 q1 = (rgb.r < p.x) ? float4(p.xyw, rgb.r) : float4(rgb.r, p.yzx);
const float c = q1.x - min(q1.w, q1.y);
const float h = abs((q1.w - q1.y) / (6.0f * c + 0.000001f ) + q1.z);
return float3(h, c, q1.x);
}
float3 RGBToHSL( float3 RGB )
float3 RgbToHsl(float3 rgb)
{
RGB.xyz = max( RGB.xyz, 0.000001f );
float3 HCV = RGBToHCV(RGB);
float L = HCV.z - HCV.y * 0.5f;
float S = HCV.y / ( 1.0f - abs( L * 2.0f - 1.0f ) + 0.000001f);
return float3( HCV.x, S, L );
rgb.xyz = max(rgb.xyz, 0.000001f);
const float3 hcv = RgbToHcv(rgb);
const float L = hcv.z - hcv.y * 0.5f;
const float S = hcv.y / (1.0f - abs(L * 2.0f - 1.0f) + 0.000001f);
return float3(hcv.x, S, L);
}
float3 HSLToRGB( float3 HSL )
float3 HslToRgb(float3 hsl)
{
float3 RGB = HUEToRGB(HSL.x);
float C = (1.0f - abs(2.0f * HSL.z - 1.0f)) * HSL.y;
return ( RGB - 0.5f ) * C + HSL.z;
const float3 rgb = HueToRgb(hsl.x);
const float c = (1.0f - abs(2.0f * hsl.z - 1.0f)) * hsl.y;
return (rgb - 0.5f) * c + hsl.z;
}
// Color temperature
float3 KelvinToRGB( float k )
float3 KelvinToRgb(float k)
{
float3 ret;
float kelvin = clamp( k, 1000.0f, 40000.0f ) / 100.0f;
if( kelvin <= 66.0f )
const float kelvin = clamp(k, 1000.0f, 40000.0f) / 100.0f;
if(kelvin <= 66.0f)
{
ret.r = 1.0f;
ret.g = saturate( 0.39008157876901960784f * log( kelvin ) - 0.63184144378862745098f );
ret.r = 1.0f;
ret.g = saturate(0.39008157876901960784f * log(kelvin) - 0.63184144378862745098f);
}
else
{
float t = max( kelvin - 60.0f, 0.0f );
ret.r = saturate( 1.29293618606274509804f * pow( t, -0.1332047592f ));
ret.g = saturate( 1.12989086089529411765f * pow( t, -0.0755148492f ));
float t = max(kelvin - 60.0f, 0.0f);
ret.r = saturate(1.29293618606274509804f * pow(t, -0.1332047592f));
ret.g = saturate(1.12989086089529411765f * pow(t, -0.0755148492f));
}
if( kelvin >= 66.0f )
ret.b = 1.0f;
else if( kelvin < 19.0f )
ret.b = 0.0f;
if(kelvin >= 66.0f)
ret.b = 1.0f;
else if(kelvin < 19.0f)
ret.b = 0.0f;
else
ret.b = saturate( 0.54320678911019607843f * log( kelvin - 10.0f ) - 1.19625408914f );
ret.b = saturate(0.54320678911019607843f * log(kelvin - 10.0f) - 1.19625408914f);
return ret;
}
@@ -16,60 +16,60 @@
// licensed and released under Creative Commons 3.0 Attribution
// https://creativecommons.org/licenses/by/3.0/
float3 HUEToRGB( float H )
float3 HueToRgb(float hue)
{
return saturate( float3( abs( H * 6.0f - 3.0f ) - 1.0f,
2.0f - abs( H * 6.0f - 2.0f ),
2.0f - abs( H * 6.0f - 4.0f )));
return saturate(float3(abs(hue * 6.0f - 3.0f) - 1.0f,
2.0f - abs(hue * 6.0f - 2.0f),
2.0f - abs(hue * 6.0f - 4.0f)));
}
float3 RGBToHCV( float3 RGB )
float3 RgbToHcv(float3 rgb)
{
// Based on work by Sam Hocevar and Emil Persson
float4 P = ( RGB.g < RGB.b ) ? float4( RGB.bg, -1.0f, 2.0f/3.0f ) : float4( RGB.gb, 0.0f, -1.0f/3.0f );
float4 Q1 = ( RGB.r < P.x ) ? float4( P.xyw, RGB.r ) : float4( RGB.r, P.yzx );
float C = Q1.x - min( Q1.w, Q1.y );
float H = abs(( Q1.w - Q1.y ) / ( 6.0f * C + 0.000001f ) + Q1.z );
return float3( H, C, Q1.x );
const float4 p = (rgb.g < rgb.b) ? float4(rgb.bg, -1.0f, 2.0f/3.0f) : float4(rgb.gb, 0.0f, -1.0f/3.0f);
const float4 q1 = (rgb.r < p.x) ? float4(p.xyw, rgb.r) : float4(rgb.r, p.yzx);
const float c = q1.x - min(q1.w, q1.y);
const float h = abs((q1.w - q1.y) / (6.0f * c + 0.000001f ) + q1.z);
return float3(h, c, q1.x);
}
float3 RGBToHSL( float3 RGB )
float3 RgbToHsl(float3 rgb)
{
RGB.xyz = max( RGB.xyz, 0.000001f );
float3 HCV = RGBToHCV(RGB);
float L = HCV.z - HCV.y * 0.5f;
float S = HCV.y / ( 1.0f - abs( L * 2.0f - 1.0f ) + 0.000001f);
return float3( HCV.x, S, L );
rgb.xyz = max(rgb.xyz, 0.000001f);
const float3 hcv = RgbToHcv(rgb);
const float L = hcv.z - hcv.y * 0.5f;
const float S = hcv.y / (1.0f - abs(L * 2.0f - 1.0f) + 0.000001f);
return float3(hcv.x, S, L);
}
float3 HSLToRGB( float3 HSL )
float3 HslToRgb(float3 hsl)
{
float3 RGB = HUEToRGB(HSL.x);
float C = (1.0f - abs(2.0f * HSL.z - 1.0f)) * HSL.y;
return ( RGB - 0.5f ) * C + HSL.z;
const float3 rgb = HueToRgb(hsl.x);
const float c = (1.0f - abs(2.0f * hsl.z - 1.0f)) * hsl.y;
return (rgb - 0.5f) * c + hsl.z;
}
// Color temperature
float3 KelvinToRGB( float k )
float3 KelvinToRgb(float k)
{
float3 ret;
float kelvin = clamp( k, 1000.0f, 40000.0f ) / 100.0f;
if( kelvin <= 66.0f )
const float kelvin = clamp(k, 1000.0f, 40000.0f) / 100.0f;
if(kelvin <= 66.0f)
{
ret.r = 1.0f;
ret.g = saturate( 0.39008157876901960784f * log( kelvin ) - 0.63184144378862745098f );
ret.r = 1.0f;
ret.g = saturate(0.39008157876901960784f * log(kelvin) - 0.63184144378862745098f);
}
else
{
float t = max( kelvin - 60.0f, 0.0f );
ret.r = saturate( 1.29293618606274509804f * pow( t, -0.1332047592f ));
ret.g = saturate( 1.12989086089529411765f * pow( t, -0.0755148492f ));
float t = max(kelvin - 60.0f, 0.0f);
ret.r = saturate(1.29293618606274509804f * pow(t, -0.1332047592f));
ret.g = saturate(1.12989086089529411765f * pow(t, -0.0755148492f));
}
if( kelvin >= 66.0f )
ret.b = 1.0f;
else if( kelvin < 19.0f )
ret.b = 0.0f;
if(kelvin >= 66.0f)
ret.b = 1.0f;
else if(kelvin < 19.0f)
ret.b = 0.0f;
else
ret.b = saturate( 0.54320678911019607843f * log( kelvin - 10.0f ) - 1.19625408914f );
ret.b = saturate(0.54320678911019607843f * log(kelvin - 10.0f) - 1.19625408914f);
return ret;
}
@@ -1,80 +0,0 @@
/*
* Copyright (c) Contributors to the Open 3D Engine Project.
* For complete copyright and license terms please see the LICENSE at the root of this distribution.
*
* SPDX-License-Identifier: (MIT OR Apache-2.0) AND LicenseRef-ACES
*
*/
/*
License Terms for Academy Color Encoding System Components
Academy Color Encoding System (ACES) software and tools are provided by the
Academy under the following terms and conditions: A worldwide, royalty-free,
non-exclusive right to copy, modify, create derivatives, and use, in source and
binary forms, is hereby granted, subject to acceptance of this license.
Copyright © 2015 Academy of Motion Picture Arts and Sciences (A.M.P.A.S.).
Portions contributed by others as indicated. All rights reserved.
Performance of any of the aforementioned acts indicates acceptance to be bound
by the following terms and conditions:
* Copies of source code, in whole or in part, must retain the above copyright
notice, this list of conditions and the Disclaimer of Warranty.
* Use in binary form must retain the above copyright notice, this list of
conditions and the Disclaimer of Warranty in the documentation and/or other
materials provided with the distribution.
* Nothing in this license shall be deemed to grant any rights to trademarks,
copyrights, patents, trade secrets or any other intellectual property of
A.M.P.A.S. or any contributors, except as expressly stated herein.
* Neither the name "A.M.P.A.S." nor the name of any other contributors to this
software may be used to endorse or promote products derivative of or based on
this software without express prior written permission of A.M.P.A.S. or the
contributors, as appropriate.
This license shall be construed pursuant to the laws of the State of California,
and any disputes related thereto shall be subject to the jurisdiction of the
courts therein.
Disclaimer of Warranty: THIS SOFTWARE IS PROVIDED BY A.M.P.A.S. AND CONTRIBUTORS
"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO,
THE IMPLIED WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE,
AND NON-INFRINGEMENT ARE DISCLAIMED. IN NO EVENT SHALL A.M.P.A.S., OR ANY
CONTRIBUTORS OR DISTRIBUTORS, BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
SPECIAL, EXEMPLARY, RESITUTIONARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR
PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF
LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE
OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF
ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
////////////////////////////////////////////////////////////////////////////////
WITHOUT LIMITING THE GENERALITY OF THE FOREGOING, THE ACADEMY SPECIFICALLY
DISCLAIMS ANY REPRESENTATIONS OR WARRANTIES WHATSOEVER RELATED TO PATENT OR
OTHER INTELLECTUAL PROPERTY RIGHTS IN THE ACADEMY COLOR ENCODING SYSTEM, OR
APPLICATIONS THEREOF, HELD BY PARTIES OTHER THAN A.M.P.A.S.,WHETHER DISCLOSED OR
UNDISCLOSED.
*/
#pragma once
static const float HALF_MAX = 65504.0f;
float ACEScc_to_lin(float value)
{
if (value < -0.3013698630) // (9.72-15)/17.52
return (pow( 2., value*17.52-9.72) - pow( 2.,-16.))*2.0;
else if (value < (log2(HALF_MAX)+9.72)/17.52)
return pow( 2., value*17.52-9.72);
else // (value >= (log2(HALF_MAX)+9.72)/17.52)
return HALF_MAX;
}
float3 AcesCc_To_AcesCg(float3 color)
{
return float3(
ACEScc_to_lin(color.r),
ACEScc_to_lin(color.g),
ACEScc_to_lin(color.b));
}
@@ -1,79 +0,0 @@
/*
* Copyright (c) Contributors to the Open 3D Engine Project.
* For complete copyright and license terms please see the LICENSE at the root of this distribution.
*
* SPDX-License-Identifier: (MIT OR Apache-2.0) AND LicenseRef-ACES
*
*/
/*
License Terms for Academy Color Encoding System Components
Academy Color Encoding System (ACES) software and tools are provided by the
Academy under the following terms and conditions: A worldwide, royalty-free,
non-exclusive right to copy, modify, create derivatives, and use, in source and
binary forms, is hereby granted, subject to acceptance of this license.
Copyright © 2015 Academy of Motion Picture Arts and Sciences (A.M.P.A.S.).
Portions contributed by others as indicated. All rights reserved.
Performance of any of the aforementioned acts indicates acceptance to be bound
by the following terms and conditions:
* Copies of source code, in whole or in part, must retain the above copyright
notice, this list of conditions and the Disclaimer of Warranty.
* Use in binary form must retain the above copyright notice, this list of
conditions and the Disclaimer of Warranty in the documentation and/or other
materials provided with the distribution.
* Nothing in this license shall be deemed to grant any rights to trademarks,
copyrights, patents, trade secrets or any other intellectual property of
A.M.P.A.S. or any contributors, except as expressly stated herein.
* Neither the name "A.M.P.A.S." nor the name of any other contributors to this
software may be used to endorse or promote products derivative of or based on
this software without express prior written permission of A.M.P.A.S. or the
contributors, as appropriate.
This license shall be construed pursuant to the laws of the State of California,
and any disputes related thereto shall be subject to the jurisdiction of the
courts therein.
Disclaimer of Warranty: THIS SOFTWARE IS PROVIDED BY A.M.P.A.S. AND CONTRIBUTORS
"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO,
THE IMPLIED WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE,
AND NON-INFRINGEMENT ARE DISCLAIMED. IN NO EVENT SHALL A.M.P.A.S., OR ANY
CONTRIBUTORS OR DISTRIBUTORS, BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
SPECIAL, EXEMPLARY, RESITUTIONARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR
PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF
LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE
OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF
ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
////////////////////////////////////////////////////////////////////////////////
WITHOUT LIMITING THE GENERALITY OF THE FOREGOING, THE ACADEMY SPECIFICALLY
DISCLAIMS ANY REPRESENTATIONS OR WARRANTIES WHATSOEVER RELATED TO PATENT OR
OTHER INTELLECTUAL PROPERTY RIGHTS IN THE ACADEMY COLOR ENCODING SYSTEM, OR
APPLICATIONS THEREOF, HELD BY PARTIES OTHER THAN A.M.P.A.S.,WHETHER DISCLOSED OR
UNDISCLOSED.
*/
#pragma once
float lin_to_ACEScc(float value)
{
if (value <= 0)
return -0.3584474886; // =(log2( pow(2.,-16.))+9.72)/17.52
else if (value < pow(2.,-15.))
return (log2( pow(2.,-16.) + value * 0.5) + 9.72) / 17.52;
else // (value >= pow(2.,-15))
return (log2(value) + 9.72) / 17.52;
}
float3 AcesCg_To_AcesCc(float3 color)
{
return float3(
lin_to_ACEScc(color.r),
lin_to_ACEScc(color.g),
lin_to_ACEScc(color.b)
);
}
@@ -8,9 +8,9 @@
#pragma once
float3 Hsv_To_LinearColor(float3 color)
float3 HsvToLinearColor(float3 color)
{
float4 K = float4(1.0f, 2.0f / 3.0f, 1.0f / 3.0f, 3.0f);
float3 p = abs(frac(color.xxx + K.xyz) * 6.0f - K.www);
return color.z * lerp(K.xxx, saturate(p - K.xxx), color.y);
const float4 k = float4(1.0f, 2.0f / 3.0f, 1.0f / 3.0f, 3.0f);
const float3 p = abs(frac(color.xxx + k.xyz) * 6.0f - k.www);
return color.z * lerp(k.xxx, saturate(p - k.xxx), color.y);
}
@@ -0,0 +1,21 @@
/*
* Copyright (c) Contributors to the Open 3D Engine Project.
* For complete copyright and license terms please see the LICENSE at the root of this distribution.
*
* SPDX-License-Identifier: Apache-2.0 OR MIT
*
*/
#pragma once
#include <Atom/RPI/Math.azsli>
float3 LinearColorToHsv(float3 color)
{
const float4 k = float4(0.0f, -1.0f / 3.0f, 2.0f / 3.0f, -1.0f);
const float4 p = lerp(float4(color.bg, k.wz), float4(color.gb, k.xy), step(color.b, color.g));
const float4 q = lerp(float4(p.xyw, color.r), float4(color.r, p.yzx), step(p.x, color.r));
const float d = q.x - min(q.w, q.y);
const float e = EPSILON;
return float3(abs(q.z + (q.w - q.y) / (6.0f * d + e)), d / (q.x + e), q.x);
}
@@ -1,21 +0,0 @@
/*
* Copyright (c) Contributors to the Open 3D Engine Project.
* For complete copyright and license terms please see the LICENSE at the root of this distribution.
*
* SPDX-License-Identifier: Apache-2.0 OR MIT
*
*/
#pragma once
#include <Atom/RPI/Math.azsli>
float3 LinearColor_To_Hsv(float3 color)
{
float4 K = float4(0.0f, -1.0f / 3.0f, 2.0f / 3.0f, -1.0f);
float4 p = lerp(float4(color.bg, K.wz), float4(color.gb, K.xy), step(color.b, color.g));
float4 q = lerp(float4(p.xyw, color.r), float4(color.r, p.yzx), step(p.x, color.r));
float d = q.x - min(q.w, q.y);
float e = EPSILON;
return float3(abs(q.z + (q.w - q.y) / (6.0f * d + e)), d / (q.x + e), q.x);
}