feat(photos): добавить эффекты и настройки панели редактора

- текстура, чёткость, дымка, виньетка и зерно в неразрушающем редакторе
- живой WebGL2-предпросмотр эффектов и CPU-фолбэк
- секции редактора свёрнуты по умолчанию, состояние в localStorage
- вкладка «Редактирование» доступна только из просмотрщика
This commit is contained in:
iu
2026-10-24 22:57:30 +03:00
parent 4cc5c0f340
commit c953008a86
18 changed files with 3548 additions and 173 deletions
+206 -31
View File
@@ -8,30 +8,44 @@
import { edit } from '$lib/stores/edit.svelte';
import { eyedropper } from '$lib/stores/eyedropper.svelte';
import { auth } from '$lib/stores/auth.svelte';
import {
loadSectionCollapse,
saveSectionCollapse,
type SectionCollapse
} from '$lib/editor-sections';
import { applyColor, applyLight } from '$lib/light-wasm';
import {
CHANNEL_COLORS,
CHANNEL_LABELS,
COLOR_SLIDERS,
CURVE_CHANNELS,
EFFECT_SLIDERS,
GRAIN_SLIDERS,
GRADING_WHEELS,
LIGHT_SLIDERS,
MAX_CURVE_POINTS,
MIXER_BANDS,
VIGNETTE_MODES,
VIGNETTE_SLIDERS,
curveSvgPath,
effectiveCurvePoints,
emptyEditParams,
isEmptyEditParams,
normalizeEditParams,
normalizeVignetteColor,
readEditParams,
whiteBalanceFromRGB,
type ColorSliderKey,
type CurveChannel,
type CurvePoint,
type EditParams,
type EffectSliderKey,
type GrainSliderKey,
type GradingWheelKey,
type MixerBand,
type MixerBandKey
type MixerBandKey,
type VignetteMode,
type VignetteSliderKey
} from '$lib/edit';
import {
findActiveCurvePreset,
@@ -57,15 +71,15 @@
// перетирать более свежие правки (например, после переключения фото).
let saveSequence = 0;
const latestSaveByPhoto = new Map<string, number>();
let collapsed = $state(false);
let curveCollapsed = $state(false);
let collapsed = $state<SectionCollapse>(loadSectionCollapse());
// Состояние секций хранится в браузере: панель открывается в том же виде
// после перезагрузки и переключения фото.
$effect(() => {
saveSectionCollapse(collapsed);
});
let channel = $state<CurveChannel>('rgb');
let colorCollapsed = $state(false);
let mixerCollapsed = $state(false);
let mixerTab = $state<keyof MixerBand>('hue');
let mixerBand = $state<MixerBandKey>('red');
let pointColorCollapsed = $state(false);
let correctionCollapsed = $state(false);
let correctionView = $state<'all' | 'midtones' | 'split' | 'highlights'>('all');
let wbPreset = $state('as-shot');
@@ -337,6 +351,57 @@
scheduleSave();
}
function onEffectInput(key: EffectSliderKey, value: number) {
params = { ...params, effects: { ...params.effects, [key]: value } };
edit.set(photo.id, params);
}
function onVignetteInput(key: VignetteSliderKey, value: number) {
params = {
...params,
effects: {
...params.effects,
vignette: { ...params.effects.vignette, [key]: value }
}
};
edit.set(photo.id, params);
}
function onVignetteMode(mode: VignetteMode) {
params = {
...params,
effects: { ...params.effects, vignette: { ...params.effects.vignette, mode } }
};
edit.set(photo.id, params);
scheduleSave();
}
function onVignetteColor(value: string) {
params = {
...params,
effects: {
...params.effects,
vignette: { ...params.effects.vignette, color: normalizeVignetteColor(value) }
}
};
edit.set(photo.id, params);
}
function onGrainInput(key: GrainSliderKey, value: number) {
params = {
...params,
effects: { ...params.effects, grain: { ...params.effects.grain, [key]: value } }
};
edit.set(photo.id, params);
}
function onEffectsCommit() {
if (!canEdit) return;
params = normalizeEditParams(params);
edit.set(photo.id, params);
scheduleSave();
}
function onMixerInput(band: MixerBandKey, component: keyof MixerBand, value: number) {
const current = params.color.mixer[band];
params = {
@@ -654,12 +719,12 @@
<button
type="button"
class="text-text hover:text-primary flex items-center gap-1 text-sm font-semibold"
aria-expanded={!collapsed}
onclick={() => (collapsed = !collapsed)}
aria-expanded={!collapsed.light}
onclick={() => (collapsed.light = !collapsed.light)}
>
<Icon
name="expand_more"
class="size-4 transition-transform {collapsed ? '-rotate-90' : ''}"
class="size-4 transition-transform {collapsed.light ? '-rotate-90' : ''}"
/>
Свет
</button>
@@ -675,7 +740,7 @@
</button>
</div>
{#if !collapsed}
{#if !collapsed.light}
<div class="mt-3 space-y-4">
<div class="space-y-2.5">
{#each LIGHT_SLIDERS as slider (slider.key)}
@@ -698,9 +763,9 @@
<button
type="button"
class="text-text hover:text-primary flex w-full items-center justify-between gap-1 text-xs font-semibold"
aria-expanded={!curveCollapsed}
aria-expanded={!collapsed.curve}
aria-controls="light-curve"
onclick={() => (curveCollapsed = !curveCollapsed)}
onclick={() => (collapsed.curve = !collapsed.curve)}
>
<span class="flex items-center gap-1.5">
<Icon name="show_chart" class="size-4" />
@@ -708,11 +773,11 @@
</span>
<Icon
name="expand_more"
class="size-4 transition-transform {curveCollapsed ? '-rotate-90' : ''}"
class="size-4 transition-transform {collapsed.curve ? '-rotate-90' : ''}"
/>
</button>
{#if !curveCollapsed}
{#if !collapsed.curve}
<div id="light-curve" class="mt-2">
<div class="flex items-center gap-2">
{#each CURVE_CHANNELS as ch (ch)}
@@ -842,13 +907,13 @@
<button
type="button"
class="text-text hover:text-primary flex items-center gap-1 text-sm font-semibold"
aria-expanded={!colorCollapsed}
aria-expanded={!collapsed.color}
aria-controls="color-panel"
onclick={() => (colorCollapsed = !colorCollapsed)}
onclick={() => (collapsed.color = !collapsed.color)}
>
<Icon
name="expand_more"
class="size-4 transition-transform {colorCollapsed ? '-rotate-90' : ''}"
class="size-4 transition-transform {collapsed.color ? '-rotate-90' : ''}"
/>
Цвет
</button>
@@ -857,7 +922,7 @@
</span>
</div>
{#if !colorCollapsed}
{#if !collapsed.color}
<div id="color-panel" class="mt-3 space-y-4">
<div class="flex items-center justify-between gap-2">
<div class="flex items-center gap-2">
@@ -918,9 +983,9 @@
<button
type="button"
class="text-text hover:text-primary flex w-full items-center justify-between gap-1 text-xs font-semibold"
aria-expanded={!mixerCollapsed}
aria-expanded={!collapsed.mixer}
aria-controls="color-mixer"
onclick={() => (mixerCollapsed = !mixerCollapsed)}
onclick={() => (collapsed.mixer = !collapsed.mixer)}
>
<span class="flex items-center gap-1.5">
<Icon name="tune" class="size-4" />
@@ -928,10 +993,10 @@
</span>
<Icon
name="expand_more"
class="size-4 transition-transform {mixerCollapsed ? '-rotate-90' : ''}"
class="size-4 transition-transform {collapsed.mixer ? '-rotate-90' : ''}"
/>
</button>
{#if !mixerCollapsed}
{#if !collapsed.mixer}
<div id="color-mixer" class="mt-2">
<div class="flex items-center justify-between gap-1">
{#each MIXER_BANDS as band (band.key)}
@@ -1015,9 +1080,9 @@
<button
type="button"
class="text-text hover:text-primary flex w-full items-center justify-between gap-1 text-xs font-semibold"
aria-expanded={!pointColorCollapsed}
aria-expanded={!collapsed.pointColor}
aria-controls="color-point"
onclick={() => (pointColorCollapsed = !pointColorCollapsed)}
onclick={() => (collapsed.pointColor = !collapsed.pointColor)}
>
<span class="flex items-center gap-1.5">
<Icon name="colorize" class="size-4" />
@@ -1025,10 +1090,10 @@
</span>
<Icon
name="expand_more"
class="size-4 transition-transform {pointColorCollapsed ? '-rotate-90' : ''}"
class="size-4 transition-transform {collapsed.pointColor ? '-rotate-90' : ''}"
/>
</button>
{#if !pointColorCollapsed}
{#if !collapsed.pointColor}
<div id="color-point" class="text-text-muted mt-2 flex items-start gap-2 text-xs">
<Icon name="colorize" class="mt-0.5 size-4 shrink-0" />
<span>Выберите цвет на фото пипеткой.</span>
@@ -1040,9 +1105,9 @@
<button
type="button"
class="text-text hover:text-primary flex w-full items-center justify-between gap-1 text-xs font-semibold"
aria-expanded={!correctionCollapsed}
aria-expanded={!collapsed.correction}
aria-controls="color-correction"
onclick={() => (correctionCollapsed = !correctionCollapsed)}
onclick={() => (collapsed.correction = !collapsed.correction)}
>
<span class="flex items-center gap-1.5">
<Icon name="blur_on" class="size-4" />
@@ -1050,10 +1115,10 @@
</span>
<Icon
name="expand_more"
class="size-4 transition-transform {correctionCollapsed ? '-rotate-90' : ''}"
class="size-4 transition-transform {collapsed.correction ? '-rotate-90' : ''}"
/>
</button>
{#if !correctionCollapsed}
{#if !collapsed.correction}
<div id="color-correction" class="mt-2 space-y-4">
<div class="flex items-center gap-1">
{#each CORRECTION_VIEWS as view (view.key)}
@@ -1169,6 +1234,116 @@
{/if}
</div>
<div class="border-border border-t pt-3">
<div class="flex items-center justify-between gap-2">
<button
type="button"
class="text-text hover:text-primary flex items-center gap-1 text-sm font-semibold"
aria-expanded={!collapsed.effects}
aria-controls="effects-panel"
onclick={() => (collapsed.effects = !collapsed.effects)}
>
<Icon
name="expand_more"
class="size-4 transition-transform {collapsed.effects ? '-rotate-90' : ''}"
/>
Эффекты
</button>
<span class="text-text-muted" title="Показать эффекты">
<Icon name="visibility" class="size-4" />
</span>
</div>
{#if !collapsed.effects}
<div id="effects-panel" class="mt-3 space-y-4">
<div class="space-y-2.5">
{#each EFFECT_SLIDERS as slider (slider.key)}
<EditSlider
id="effect-{slider.key}"
label={slider.label}
value={params.effects[slider.key]}
min={slider.min}
max={slider.max}
step={slider.step}
disabled={!canEdit}
format={formatValue}
oninput={(value) => onEffectInput(slider.key, value)}
onchange={onEffectsCommit}
/>
{/each}
</div>
<div class="border-border space-y-2.5 border-t pt-3">
<div class="flex items-center gap-1" role="group" aria-label="Режим виньетки">
{#each VIGNETTE_MODES as mode (mode.key)}
<button
type="button"
class="rounded-md px-2 py-1 text-xs disabled:opacity-40 {params.effects.vignette
.mode === mode.key
? 'bg-bg-muted text-text'
: 'text-text-muted hover:text-text'}"
aria-pressed={params.effects.vignette.mode === mode.key}
disabled={!canEdit}
onclick={() => onVignetteMode(mode.key)}
>
{mode.label}
</button>
{/each}
</div>
{#each VIGNETTE_SLIDERS as slider (slider.key)}
<EditSlider
id="vignette-{slider.key}"
label={slider.label}
value={params.effects.vignette[slider.key]}
min={slider.min}
max={slider.max}
step={slider.step}
resetValue={slider.key === 'midpoint' || slider.key === 'feather' ? 50 : 0}
disabled={!canEdit}
format={slider.min < 0 ? formatValue : undefined}
oninput={(value) => onVignetteInput(slider.key, value)}
onchange={onEffectsCommit}
/>
{/each}
{#if params.effects.vignette.mode !== 'light'}
<label class="flex items-center justify-between gap-2 text-xs">
<span class="text-text">Цвет виньетки</span>
<input
type="color"
class="border-border bg-bg h-6 w-10 cursor-pointer rounded border disabled:opacity-40"
value={params.effects.vignette.color}
title="Цвет виньетки"
disabled={!canEdit}
oninput={(e) => onVignetteColor(e.currentTarget.value)}
onchange={onEffectsCommit}
/>
</label>
{/if}
</div>
<div class="border-border space-y-2.5 border-t pt-3">
<div class="text-text text-xs font-semibold">Зерно</div>
{#each GRAIN_SLIDERS as slider (slider.key)}
<EditSlider
id="grain-{slider.key}"
label={slider.label}
value={params.effects.grain[slider.key]}
min={slider.min}
max={slider.max}
step={slider.step}
resetValue={slider.key === 'size' ? 25 : slider.key === 'roughness' ? 50 : 0}
disabled={!canEdit}
oninput={(value) => onGrainInput(slider.key, value)}
onchange={onEffectsCommit}
/>
{/each}
</div>
</div>
{/if}
</div>
{#if busy}
<p class="text-text-subtle text-xs">Сохраняем на сервере…</p>
{:else if dirty && !busy}
+19 -13
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@@ -42,6 +42,10 @@
const canEditPhoto = $derived(
canEdit || (photo?.uploader_id === auth.user?.id && role !== 'viewer')
);
// Редактирование доступно только из просмотрщика: в режиме сетки вкладка
// «Редактирование» скрыта, панель показывает «Сведения». Сохранённая
// вкладка при этом не теряется — она снова станет активной в просмотрщике.
const activeTab = $derived(viewer ? tab : 'info');
let editingName = $state(false);
let nameDraft = $state('');
@@ -242,26 +246,28 @@ const tabClass =
role="tab"
id="photo-tab-info"
aria-controls="photo-panel-info"
aria-selected={tab === 'info'}
aria-selected={activeTab === 'info'}
class={tabClass}
onclick={() => (tab = 'info')}
>
Сведения
</button>
<button
type="button"
role="tab"
id="photo-tab-edit"
aria-controls="photo-panel-edit"
aria-selected={tab === 'edit'}
class={tabClass}
onclick={() => (tab = 'edit')}
>
Редактирование
</button>
{#if viewer}
<button
type="button"
role="tab"
id="photo-tab-edit"
aria-controls="photo-panel-edit"
aria-selected={activeTab === 'edit'}
class={tabClass}
onclick={() => (tab = 'edit')}
>
Редактирование
</button>
{/if}
</div>
{#if tab === 'edit'}
{#if activeTab === 'edit'}
<div id="photo-panel-edit" role="tabpanel" aria-labelledby="photo-tab-edit">
<PhotoEditPanel
{photo}
+15 -1
View File
@@ -14,6 +14,8 @@
import { applyColor, applyLight, initLightWasm } from '$lib/light-wasm';
import { WebGLPreview } from '$lib/webgl-preview';
import {
applyEffectsToPixels,
effectsSeed,
isEmptyColor,
isEmptyEditParams,
isEmptyLight,
@@ -296,7 +298,10 @@
viewport: { width, height },
dest,
light: liveParams.light,
color: liveParams.color
color: liveParams.color,
effects: liveParams.effects,
seed: effectsSeed(current?.id ?? ''),
lowQuality: previewLow
});
if (ok) return;
useGL = false;
@@ -325,6 +330,14 @@
const frame = ctx.getImageData(0, 0, bw, bh);
if (!isEmptyLight(liveParams.light)) applyLight(frame.data, liveParams.light);
if (!isEmptyColor(liveParams.color)) applyColor(frame.data, liveParams.color);
// CPU-фолбэк считает только попиксельные эффекты: виньетку и зерно.
applyEffectsToPixels(
frame.data,
liveParams.effects,
bw,
bh,
effectsSeed(current?.id ?? '')
);
ctx.putImageData(frame, 0, 0);
}
@@ -343,6 +356,7 @@
scale;
liveParams.light;
liveParams.color;
liveParams.effects;
displaySrc;
previewLow;
useGL;
+187
View File
@@ -1,14 +1,20 @@
import { describe, expect, it } from 'vitest';
import {
applyColorToPixels,
applyGrainToPixels,
applyVignetteToPixels,
buildCurveLUT,
curveSvgPath,
effectiveCurvePoints,
effectsSeed,
emptyColor,
emptyEditParams,
emptyEffects,
isEmptyColor,
isEmptyEditParams,
isEmptyEffects,
normalizeEditParams,
normalizeVignette,
readEditParams,
whiteBalanceFromRGB
} from './edit';
@@ -186,6 +192,187 @@ describe('цветовые параметры', () => {
});
});
describe('эффекты', () => {
function uniform(width: number, height: number, value = 128): Uint8ClampedArray {
const pixels = new Uint8ClampedArray(width * height * 4);
for (let i = 0; i < pixels.length; i += 4) {
pixels[i] = value;
pixels[i + 1] = value;
pixels[i + 2] = value;
pixels[i + 3] = 255;
}
return pixels;
}
function channel(pixels: Uint8ClampedArray, width: number, x: number, y: number): [number, number, number] {
const i = (y * width + x) * 4;
return [pixels[i], pixels[i + 1], pixels[i + 2]];
}
it('зажимает значения и заполняет дефолты', () => {
const params = normalizeEditParams({
light: emptyEditParams().light,
color: emptyColor(),
effects: {
texture: 500,
clarity: -500,
dehaze: 50,
vignette: {
mode: 'weird' as never,
amount: 200,
midpoint: -10,
feather: 300,
roundness: 500,
highlights: -5,
color: 'red'
},
grain: { amount: -10, size: 500, roughness: -5 }
}
});
expect(params.effects.texture).toBe(100);
expect(params.effects.clarity).toBe(-100);
expect(params.effects.dehaze).toBe(50);
expect(params.effects.vignette.mode).toBe('light');
expect(params.effects.vignette.amount).toBe(100);
expect(params.effects.vignette.midpoint).toBe(0);
expect(params.effects.vignette.feather).toBe(100);
expect(params.effects.vignette.roundness).toBe(100);
expect(params.effects.vignette.highlights).toBe(0);
expect(params.effects.vignette.color).toBe('#000000');
expect(params.effects.grain.amount).toBe(0);
expect(params.effects.grain.size).toBe(100);
expect(params.effects.grain.roughness).toBe(0);
});
it('нормализует цвет виньетки', () => {
expect(normalizeVignette({ color: '#AABBCC' }).color).toBe('#aabbcc');
expect(normalizeVignette({ color: '#abc' }).color).toBe('#aabbcc');
expect(normalizeVignette({ color: 'нет' }).color).toBe('#000000');
expect(normalizeVignette({}).midpoint).toBe(50);
expect(normalizeVignette({}).feather).toBe(50);
});
it('считает пустыми эффекты без силы', () => {
expect(isEmptyEffects(emptyEffects())).toBe(true);
expect(isEmptyEffects({ ...emptyEffects(), texture: 1 })).toBe(false);
const noVignettePower = emptyEffects();
noVignettePower.vignette.amount = 0;
noVignettePower.vignette.midpoint = 90;
noVignettePower.vignette.color = '#ff0000';
expect(isEmptyEffects(noVignettePower)).toBe(true);
const grain = emptyEffects();
grain.grain.amount = 1;
expect(isEmptyEffects(grain)).toBe(false);
});
it('читает эффекты из метаданных и не теряет свет и цвет', () => {
const photo = {
edit_params: {
light: { exposure: 0.5 },
color: { temperature: 20 },
effects: { texture: 30, grain: { amount: 10 } }
}
} as unknown as Photo;
const params = readEditParams(photo);
expect(params.light.exposure).toBe(0.5);
expect(params.color.temperature).toBe(20);
expect(params.effects.texture).toBe(30);
expect(params.effects.grain.amount).toBe(10);
expect(params.effects.grain.size).toBe(25);
expect(isEmptyEditParams(params)).toBe(false);
});
it('затемняет края и не трогает центр', () => {
const pixels = uniform(9, 9);
applyVignetteToPixels(
pixels,
{ ...emptyEffects().vignette, amount: 100 },
9,
9
);
const center = channel(pixels, 9, 4, 4);
const corner = channel(pixels, 9, 0, 0);
expect(center).toEqual([128, 128, 128]);
expect(corner[0]).toBeLessThan(center[0]);
});
it('осветляет края при отрицательной силе', () => {
const pixels = uniform(9, 9);
applyVignetteToPixels(
pixels,
{ ...emptyEffects().vignette, amount: -100 },
9,
9
);
expect(channel(pixels, 9, 0, 0)[0]).toBeGreaterThan(128);
});
it('тонирует и заливает края цветом', () => {
const tinted = uniform(9, 9);
applyVignetteToPixels(
tinted,
{
...emptyEffects().vignette,
mode: 'color',
amount: 100,
color: '#ff0000'
},
9,
9
);
const colorCorner = channel(tinted, 9, 0, 0);
expect(colorCorner[0]).toBeGreaterThan(colorCorner[1]);
expect(colorCorner[0]).toBeGreaterThan(colorCorner[2]);
expect(channel(tinted, 9, 4, 4)).toEqual([128, 128, 128]);
const painted = uniform(9, 9);
applyVignetteToPixels(
painted,
{
...emptyEffects().vignette,
mode: 'colorize',
amount: 100,
color: '#ff0000'
},
9,
9
);
expect(channel(painted, 9, 0, 0)).toEqual([255, 0, 0]);
});
it('не трогает прозрачные пиксели', () => {
const pixels = new Uint8ClampedArray([10, 20, 30, 0]);
applyVignetteToPixels(
pixels,
{ ...emptyEffects().vignette, amount: 100 },
1,
1
);
expect(Array.from(pixels)).toEqual([10, 20, 30, 0]);
});
it('делает зерно детерминированным', () => {
const seed = effectsSeed('photo-1');
const first = uniform(16, 16);
const second = uniform(16, 16);
const grain = { ...emptyEffects().grain, amount: 80 };
applyGrainToPixels(first, grain, 16, 16, seed);
applyGrainToPixels(second, grain, 16, 16, seed);
expect(Array.from(first)).toEqual(Array.from(second));
expect(first[0]).not.toBe(128);
const other = uniform(16, 16);
applyGrainToPixels(other, grain, 16, 16, effectsSeed('photo-2'));
expect(Array.from(other)).not.toEqual(Array.from(first));
});
it('не меняет кадр при нулевой силе зерна', () => {
const pixels = uniform(8, 8);
applyGrainToPixels(pixels, emptyEffects().grain, 8, 8, effectsSeed('photo-1'));
expect(Array.from(pixels)).toEqual(Array.from(uniform(8, 8)));
});
});
describe('кривая', () => {
const medium = [
{ x: 0, y: 0 },
+340 -6
View File
@@ -77,9 +77,49 @@ export interface ColorParams {
correction: ColorCorrection;
}
export type VignetteMode = 'light' | 'color' | 'colorize';
/** Параметры виньетки: геометрия общая для всех режимов. */
export interface VignetteParams {
/** Режим: «Свет», «Цвет» или «Закарасить». */
mode: VignetteMode;
/** Сила виньетки, -100..100. */
amount: number;
/** Средняя точка, 0..100. */
midpoint: number;
/** Растушёвка, 0..100. */
feather: number;
/** Округлость, -100..100. */
roundness: number;
/** Защита светов, 0..100. */
highlights: number;
/** Цвет виньетки для режимов color/colorize, "#rrggbb". */
color: string;
}
/** Параметры зерна. */
export interface GrainParams {
/** Сила зерна, 0..100. */
amount: number;
/** Размер зерна, 0..100. */
size: number;
/** Шероховатость, 0..100. */
roughness: number;
}
/** Блок «Эффекты»: пространственные эффекты, виньетка и зерно. */
export interface EffectsParams {
texture: number;
clarity: number;
dehaze: number;
vignette: VignetteParams;
grain: GrainParams;
}
export interface EditParams {
light: LightParams;
color: ColorParams;
effects: EffectsParams;
}
/** Полосы цветового микшера: ключ, подпись и центр оттенка в градусах. */
@@ -106,6 +146,44 @@ export const COLOR_SLIDERS = [
export type ColorSliderKey = (typeof COLOR_SLIDERS)[number]['key'];
/** Ползунки пространственных эффектов. */
export const EFFECT_SLIDERS = [
{ key: 'texture', label: 'Текстура', min: -100, max: 100, step: 1 },
{ key: 'clarity', label: 'Чёткость', min: -100, max: 100, step: 1 },
{ key: 'dehaze', label: 'Убрать дымку', min: -100, max: 100, step: 1 }
] as const;
export type EffectSliderKey = (typeof EFFECT_SLIDERS)[number]['key'];
/** Ползунки виньетки: общие для всех режимов. */
export const VIGNETTE_SLIDERS = [
{ key: 'amount', label: 'Виньетка', min: -100, max: 100, step: 1 },
{ key: 'midpoint', label: 'Средняя точка', min: 0, max: 100, step: 1 },
{ key: 'feather', label: 'Растушёвка', min: 0, max: 100, step: 1 },
{ key: 'roundness', label: 'Округлость', min: -100, max: 100, step: 1 },
{ key: 'highlights', label: 'Света', min: 0, max: 100, step: 1 }
] as const;
export type VignetteSliderKey = (typeof VIGNETTE_SLIDERS)[number]['key'];
/** Ползунки зерна. */
export const GRAIN_SLIDERS = [
{ key: 'amount', label: 'Зерно', min: 0, max: 100, step: 1 },
{ key: 'size', label: 'Размер', min: 0, max: 100, step: 1 },
{ key: 'roughness', label: 'Шероховатость', min: 0, max: 100, step: 1 }
] as const;
export type GrainSliderKey = (typeof GRAIN_SLIDERS)[number]['key'];
/** Вкладки виньетки. */
export const VIGNETTE_MODES = [
{ key: 'light', label: 'Свет' },
{ key: 'color', label: 'Цвет' },
{ key: 'colorize', label: 'Закарасить' }
] as const;
export const DEFAULT_VIGNETTE_COLOR = '#000000';
/** Колёса точечного цвета. */
export const GRADING_WHEELS = [
{ key: 'shadows', label: 'Тени' },
@@ -173,7 +251,7 @@ export function emptyLight(): LightParams {
}
export function emptyEditParams(): EditParams {
return { light: emptyLight(), color: emptyColor() };
return { light: emptyLight(), color: emptyColor(), effects: emptyEffects() };
}
function emptyMixerBand(): MixerBand {
@@ -207,6 +285,25 @@ export function emptyColor(): ColorParams {
};
}
/** Пустые эффекты: все силы нулевые, геометрия — по умолчанию. */
export function emptyEffects(): EffectsParams {
return {
texture: 0,
clarity: 0,
dehaze: 0,
vignette: {
mode: 'light',
amount: 0,
midpoint: 50,
feather: 50,
roundness: 0,
highlights: 0,
color: DEFAULT_VIGNETTE_COLOR
},
grain: { amount: 0, size: 25, roughness: 50 }
};
}
function clamp(v: number | undefined, min: number, max: number): number {
if (typeof v !== 'number' || !Number.isFinite(v)) return 0;
return Math.min(max, Math.max(min, v));
@@ -234,6 +331,7 @@ export function normalizeCurve(points?: CurvePoint[]): CurvePoint[] | undefined
export function normalizeEditParams(params: {
light?: Partial<LightParams>;
color?: Partial<ColorParams>;
effects?: Partial<EffectsParams>;
}): EditParams {
const light = params?.light ?? emptyLight();
return {
@@ -251,7 +349,8 @@ export function normalizeEditParams(params: {
blue: normalizeCurve(light.curve?.blue)
}
},
color: normalizeColor(params?.color)
color: normalizeColor(params?.color),
effects: normalizeEffects(params?.effects)
};
}
@@ -306,6 +405,53 @@ export function normalizeColor(color?: Partial<ColorParams>): ColorParams {
};
}
const VIGNETTE_MODE_KEYS: VignetteMode[] = ['light', 'color', 'colorize'];
/** Приводит hex-цвет виньетки к виду "#rrggbb"; невалидное значение — чёрный. */
export function normalizeVignetteColor(value: unknown): string {
if (typeof value !== 'string') return DEFAULT_VIGNETTE_COLOR;
const raw = value.trim().replace(/^#/, '');
const hex = raw.length === 3 ? raw.replace(/./g, (c) => c + c) : raw;
if (!/^[0-9a-fA-F]{6}$/.test(hex)) return DEFAULT_VIGNETTE_COLOR;
return `#${hex.toLowerCase()}`;
}
/** Приводит параметры виньетки к допустимым диапазонам и дефолтам. */
export function normalizeVignette(v?: Partial<VignetteParams>): VignetteParams {
const mode = VIGNETTE_MODE_KEYS.includes(v?.mode as VignetteMode)
? (v?.mode as VignetteMode)
: 'light';
return {
mode,
amount: clamp(v?.amount ?? 0, -MAX_PERCENT, MAX_PERCENT),
midpoint: clamp(v?.midpoint ?? 50, 0, MAX_PERCENT),
feather: clamp(v?.feather ?? 50, 0, MAX_PERCENT),
roundness: clamp(v?.roundness ?? 0, -MAX_PERCENT, MAX_PERCENT),
highlights: clamp(v?.highlights ?? 0, 0, MAX_PERCENT),
color: normalizeVignetteColor(v?.color)
};
}
/** Приводит параметры зерна к допустимым диапазонам и дефолтам. */
export function normalizeGrain(g?: Partial<GrainParams>): GrainParams {
return {
amount: clamp(g?.amount ?? 0, 0, MAX_PERCENT),
size: clamp(g?.size ?? 25, 0, MAX_PERCENT),
roughness: clamp(g?.roughness ?? 50, 0, MAX_PERCENT)
};
}
/** Приводит эффекты к допустимым диапазонам и дефолтам. */
export function normalizeEffects(effects?: Partial<EffectsParams>): EffectsParams {
return {
texture: clamp(effects?.texture ?? 0, -MAX_PERCENT, MAX_PERCENT),
clarity: clamp(effects?.clarity ?? 0, -MAX_PERCENT, MAX_PERCENT),
dehaze: clamp(effects?.dehaze ?? 0, -MAX_PERCENT, MAX_PERCENT),
vignette: normalizeVignette(effects?.vignette),
grain: normalizeGrain(effects?.grain)
};
}
/** Пустой ли блок «Свет». */
export function isEmptyLight(light: LightParams): boolean {
if (
@@ -341,7 +487,21 @@ export function isColorFast(color: ColorParams): boolean {
/** Пустые ли параметры: фотография не тронута. */
export function isEmptyEditParams(params: EditParams): boolean {
return isEmptyLight(params.light) && isEmptyColor(params.color);
return (
isEmptyLight(params.light) && isEmptyColor(params.color) && isEmptyEffects(params.effects)
);
}
/** Пусты ли эффекты: все силы нулевые (дефолты геометрии правкой не считаются). */
export function isEmptyEffects(effects?: EffectsParams): boolean {
if (!effects) return true;
return (
!effects.texture &&
!effects.clarity &&
!effects.dehaze &&
!effects.vignette?.amount &&
!effects.grain?.amount
);
}
/** Пусты ли цветовые параметры: цвет не тронут. */
@@ -386,16 +546,17 @@ export function whiteBalanceFromRGB(
/** Читает параметры правок из метаданных фото. */
export function readEditParams(photo: Photo | null | undefined): EditParams {
const raw = photo?.edit_params as
| { light?: Partial<LightParams>; color?: Partial<ColorParams> }
| { light?: Partial<LightParams>; color?: Partial<ColorParams>; effects?: Partial<EffectsParams> }
| undefined;
if (!raw?.light && !raw?.color) return emptyEditParams();
if (!raw?.light && !raw?.color && !raw?.effects) return emptyEditParams();
return normalizeEditParams({
light: {
...emptyLight(),
...raw?.light,
curve: raw?.light?.curve ?? {}
},
color: raw?.color ?? emptyColor()
color: raw?.color ?? emptyColor(),
effects: raw?.effects ?? emptyEffects()
});
}
@@ -758,3 +919,176 @@ export function applyColorToPixels(data: Uint8ClampedArray, color: ColorParams):
data[i + 2] = Math.round(clamp(bb, 0, 255));
}
}
/** Разбирает "#rrggbb" в RGB (0..255); на входе уже нормализованный цвет. */
function parseHexColor(hex: string): [number, number, number] {
const m = /^#([0-9a-f]{6})$/.exec(hex);
if (!m) return [0, 0, 0];
const value = parseInt(m[1], 16);
return [(value >> 16) & 0xff, (value >> 8) & 0xff, value & 0xff];
}
function smoothstep(edge0: number, edge1: number, x: number): number {
if (edge1 <= edge0) return x < edge0 ? 0 : 1;
const t = clamp01((x - edge0) / (edge1 - edge0));
return t * t * (3 - 2 * t);
}
/** Яркость пикселя (та же формула, что в серверном рендере). */
function luma(r: number, g: number, b: number): number {
return 0.299 * r + 0.587 * g + 0.114 * b;
}
/**
* Применяет виньетку к пикселям (в том же массиве). Математика повторяет
* серверную: нормализованные координаты, суперэллипс по округлости,
* smoothstep по средней точке и растушёвке, три режима.
*/
export function applyVignetteToPixels(
data: Uint8ClampedArray,
vignette: VignetteParams,
width: number,
height: number
): void {
if (!width || !height || !vignette?.amount) return;
const p = 2 * Math.pow(6, vignette.roundness / 100);
const start = 0.15 + 0.85 * (vignette.midpoint / 100);
const feather = 0.02 + 0.48 * (vignette.feather / 100);
const amount = vignette.amount / 100;
const highlights = vignette.highlights / 100;
const tint = parseHexColor(vignette.color);
const tintLuma = luma(tint[0], tint[1], tint[2]);
const colorize = vignette.mode === 'colorize';
const colored = colorize || vignette.mode === 'color';
for (let y = 0; y < height; y++) {
const dy = ((y + 0.5) / height) * 2 - 1;
for (let x = 0; x < width; x++) {
const i = (y * width + x) * 4;
if (data[i + 3] === 0) continue;
const dx = ((x + 0.5) / width) * 2 - 1;
const radius = Math.pow(
Math.pow(Math.abs(dx), p) + Math.pow(Math.abs(dy), p),
1 / p
);
const mask = smoothstep(start, start + feather, radius);
if (mask <= 0) continue;
const r = data[i];
const g = data[i + 1];
const b = data[i + 2];
const y0 = luma(r, g, b);
const light = 1 - highlights * smoothstep(0.5, 1, y0 / 255);
if (!colored) {
let factor = 1 - amount * 0.85 * mask;
const protect = highlights * mask * smoothstep(0.5, 1, y0 / 255);
factor += (1 - factor) * protect;
data[i] = Math.round(clamp(r * factor, 0, 255));
data[i + 1] = Math.round(clamp(g * factor, 0, 255));
data[i + 2] = Math.round(clamp(b * factor, 0, 255));
continue;
}
const strength = Math.abs(amount) * mask * light;
if (strength <= 0) continue;
if (colorize) {
data[i] = Math.round(clamp(r + (tint[0] - r) * strength, 0, 255));
data[i + 1] = Math.round(clamp(g + (tint[1] - g) * strength, 0, 255));
data[i + 2] = Math.round(clamp(b + (tint[2] - b) * strength, 0, 255));
} else {
const target = [tint[0] - tintLuma + y0, tint[1] - tintLuma + y0, tint[2] - tintLuma + y0];
data[i] = Math.round(clamp(r + (target[0] - r) * strength, 0, 255));
data[i + 1] = Math.round(clamp(g + (target[1] - g) * strength, 0, 255));
data[i + 2] = Math.round(clamp(b + (target[2] - b) * strength, 0, 255));
}
}
}
}
/** FNV-1a 64-bit: seed зерна, одинаковый с серверным рендером (photo.id). */
export function effectsSeed(photoId: string): bigint {
let hash = 0xcbf29ce484222325n;
const bytes = new TextEncoder().encode(photoId);
for (const byte of bytes) {
hash ^= BigInt(byte);
hash = (hash * 0x100000001b3n) & 0xffffffffffffffffn;
}
return hash;
}
function mix32(x: number): number {
x = Math.imul(x ^ (x >>> 16), 0x7feb352d);
x = Math.imul(x ^ (x >>> 15), 0x846ca68b);
return (x ^ (x >>> 16)) >>> 0;
}
/** Детерминированный шум в -1..1 по координатам пикселя/ячейки. */
function hashNoise(seedLo: number, seedHi: number, x: number, y: number): number {
let h = seedLo ^ mix32(seedHi ^ mix32(Math.imul(x, 0x9e3779b1) ^ Math.imul(y, 0x85ebca6b)));
h = mix32(h);
return (h / 0xffffffff) * 2 - 1;
}
/**
* Применяет зерно к пикселям (в том же массиве). Детерминировано от seed:
* повторный вызов с теми же аргументами даёт тот же рисунок.
*/
export function applyGrainToPixels(
data: Uint8ClampedArray,
grain: GrainParams,
width: number,
height: number,
seed: bigint
): void {
if (!width || !height || !grain?.amount) return;
const minDim = Math.min(width, height);
const cell = Math.max(1, Math.round((0.0005 + 0.004 * (grain.size / 100)) * minDim));
const roughness = grain.roughness / 100;
const strength = (grain.amount / 100) * 38;
const seedLo = Number(seed & 0xffffffffn);
const seedHi = Number((seed >> 32n) & 0xffffffffn);
for (let y = 0; y < height; y++) {
const fy = y / cell;
const iy = Math.floor(fy);
const ty0 = fy - iy;
const ty = ty0 * ty0 * (3 - 2 * ty0);
for (let x = 0; x < width; x++) {
const i = (y * width + x) * 4;
if (data[i + 3] === 0) continue;
const fx = x / cell;
const ix = Math.floor(fx);
const tx0 = fx - ix;
const tx = tx0 * tx0 * (3 - 2 * tx0);
const v00 = hashNoise(seedLo, seedHi, ix, iy);
const v10 = hashNoise(seedLo, seedHi, ix + 1, iy);
const v01 = hashNoise(seedLo, seedHi, ix, iy + 1);
const v11 = hashNoise(seedLo, seedHi, ix + 1, iy + 1);
const value = v00 + (v10 - v00) * tx + (v01 - v00) * ty + (v00 - v10 - v01 + v11) * tx * ty;
const white = hashNoise(seedLo, seedHi, x, y);
const noise = value * (1 - roughness) + white * roughness;
const y0 = luma(data[i], data[i + 1], data[i + 2]);
const weight = 1 - Math.pow((2 * y0) / 255 - 1, 2);
const delta = noise * strength * weight;
data[i] = Math.round(clamp(data[i] + delta, 0, 255));
data[i + 1] = Math.round(clamp(data[i + 1] + delta, 0, 255));
data[i + 2] = Math.round(clamp(data[i + 2] + delta, 0, 255));
}
}
}
/**
* Применяет эффекты к пикселям кадра (в том же массиве). CPU-фолбэк считает
* только попиксельные эффекты — виньетку и зерно; пространственные эффекты
* появляются после серверного рендера.
*/
export function applyEffectsToPixels(
data: Uint8ClampedArray,
effects: EffectsParams,
width: number,
height: number,
seed: bigint
): void {
applyVignetteToPixels(data, effects.vignette, width, height);
applyGrainToPixels(data, effects.grain, width, height, seed);
}
+81
View File
@@ -0,0 +1,81 @@
import { describe, expect, it } from 'vitest';
import {
defaultSectionCollapse,
EDITOR_SECTIONS_KEY,
loadSectionCollapse,
normalizeSectionCollapse,
saveSectionCollapse
} from './editor-sections';
function memoryStorage(initial: Record<string, string> = {}) {
const data = new Map(Object.entries(initial));
return {
data,
getItem(key: string) {
return data.has(key) ? data.get(key)! : null;
},
setItem(key: string, value: string) {
data.set(key, value);
}
};
}
describe('секции редактора', () => {
it('по умолчанию все секции свёрнуты', () => {
const state = defaultSectionCollapse();
for (const section of [
'light',
'curve',
'color',
'mixer',
'pointColor',
'correction',
'effects'
] as const) {
expect(state[section]).toBe(true);
}
expect(loadSectionCollapse(null)).toEqual(defaultSectionCollapse());
});
it('читает сохранённое состояние и восстанавливает недостающие ключи', () => {
const storage = memoryStorage({
[EDITOR_SECTIONS_KEY]: JSON.stringify({ effects: false, light: false, unknown: false })
});
const state = loadSectionCollapse(storage);
expect(state.effects).toBe(false);
expect(state.light).toBe(false);
expect(state.color).toBe(true);
expect('unknown' in state).toBe(false);
});
it('игнорирует невалидный JSON и небулевы значения', () => {
expect(
loadSectionCollapse(memoryStorage({ [EDITOR_SECTIONS_KEY]: '{oops' }))
).toEqual(defaultSectionCollapse());
expect(normalizeSectionCollapse({ effects: 'no', color: 1 })).toEqual(
defaultSectionCollapse()
);
expect(normalizeSectionCollapse(null)).toEqual(defaultSectionCollapse());
});
it('сохраняет состояние в хранилище', () => {
const storage = memoryStorage();
const state = { ...defaultSectionCollapse(), effects: false, curve: false };
saveSectionCollapse(state, storage);
expect(storage.data.get(EDITOR_SECTIONS_KEY)).toBe(JSON.stringify(state));
expect(loadSectionCollapse(storage)).toEqual(state);
});
it('переживает недоступное хранилище', () => {
const broken = {
getItem() {
throw new Error('denied');
},
setItem() {
throw new Error('denied');
}
};
expect(loadSectionCollapse(broken)).toEqual(defaultSectionCollapse());
expect(() => saveSectionCollapse(defaultSectionCollapse(), broken)).not.toThrow();
});
});
+92
View File
@@ -0,0 +1,92 @@
/**
* Состояние сворачиваемых секций редактора фото.
*
* Все секции по умолчанию свёрнуты, а выбор пользователя хранится в браузере
* (localStorage), поэтому панель открывается в том же виде после перезагрузки
* и переключения фото. Серверные настройки для этого не нужны.
*/
export const EDITOR_SECTIONS = [
'light',
'curve',
'color',
'mixer',
'pointColor',
'correction',
'effects'
] as const;
export type EditorSection = (typeof EDITOR_SECTIONS)[number];
/** true — секция свёрнута. */
export type SectionCollapse = Record<EditorSection, boolean>;
export const EDITOR_SECTIONS_KEY = 'galo.edit.sections';
/** По умолчанию все секции свёрнуты. */
export function defaultSectionCollapse(): SectionCollapse {
return {
light: true,
curve: true,
color: true,
mixer: true,
pointColor: true,
correction: true,
effects: true
};
}
function isRecord(value: unknown): value is Record<string, unknown> {
return typeof value === 'object' && value !== null && !Array.isArray(value);
}
/**
* Приводит сохранённое значение к полному набору секций: неизвестные ключи
* отбрасываются, небулевы значения и отсутствующие ключи получают дефолт.
*/
export function normalizeSectionCollapse(raw: unknown): SectionCollapse {
const defaults = defaultSectionCollapse();
if (!isRecord(raw)) return defaults;
const out = defaults;
for (const section of EDITOR_SECTIONS) {
const value = raw[section];
if (typeof value === 'boolean') out[section] = value;
}
return out;
}
type ReadableStorage = Pick<Storage, 'getItem'>;
type WritableStorage = Pick<Storage, 'setItem'>;
/** Читает состояние секций из браузера; без хранилища — дефолт. */
export function loadSectionCollapse(
storage?: ReadableStorage | null
): SectionCollapse {
const target = storage === undefined ? browserStorage() : storage;
if (!target) return defaultSectionCollapse();
try {
const raw = target.getItem(EDITOR_SECTIONS_KEY);
if (!raw) return defaultSectionCollapse();
return normalizeSectionCollapse(JSON.parse(raw));
} catch {
return defaultSectionCollapse();
}
}
/** Сохраняет состояние секций в браузере; ошибки хранилища игнорируются. */
export function saveSectionCollapse(
state: SectionCollapse,
storage?: WritableStorage | null
): void {
const target = storage === undefined ? browserStorage() : storage;
if (!target) return;
try {
target.setItem(EDITOR_SECTIONS_KEY, JSON.stringify(state));
} catch {
// Приватный режим или переполненное хранилище не должны ломать панель.
}
}
function browserStorage(): Storage | null {
return typeof localStorage === 'undefined' ? null : localStorage;
}
+673 -101
View File
@@ -4,31 +4,37 @@ import {
hslToRGB,
MIXER_BANDS,
type ColorParams,
type EffectsParams,
type LightParams
} from './edit';
/**
* GPU-превью правок на WebGL2.
*
* Шейдер повторяет математику серверного рендера: свет (экспозиция, контраст,
* света/тени, белые/чёрные, кривые через LUT) и цвет (баланс белого, HSL,
* микшер, колористика, коррекция). В отличие от попиксельного CPU-фильтра,
* кадр целиком считает GPU, поэтому ползунки не блокируют интерфейс.
* Проход 1 повторяет серверную математику света и цвета и рисует кадр в
* FBO-текстуру. Затем считаются размытия яркости (текстура — мелкие детали,
* чёткость — средние частоты), карта дымки готовится на CPU. Финальный проход
* применяет пространственные эффекты, виньетку и зерно и выводит кадр на экран.
*
* Превью приблизительное: источник истины — серверный рендер.
*/
const VERT = `#version 300 es
in vec2 a_pos;
layout(location = 0) in vec2 a_pos;
uniform vec2 u_uvOffset;
uniform vec2 u_uvScale;
out vec2 v_uv;
out vec2 v_tex;
void main() {
vec2 uv = a_pos * 0.5 + 0.5;
v_tex = uv;
v_uv = u_uvOffset + uv * u_uvScale;
gl_Position = vec4(a_pos, 0.0, 1.0);
}`;
const FRAG = `#version 300 es
const SCENE_FRAG = `#version 300 es
precision highp float;
precision highp int;
in vec2 v_uv;
out vec4 outColor;
@@ -196,6 +202,181 @@ void main() {
outColor = vec4(clamp(outc / 255.0, 0.0, 1.0), tex.a);
}`;
const BLUR_FRAG = `#version 300 es
precision highp float;
precision highp int;
in vec2 v_tex;
out vec4 outColor;
uniform sampler2D u_src;
uniform vec2 u_step;
uniform int u_radius;
const int MAX_RADIUS = 32;
float luma(vec3 c) {
return dot(c, vec3(0.299, 0.587, 0.114));
}
void main() {
float sum = 0.0;
float count = 0.0;
int radius = u_radius;
if (radius > MAX_RADIUS) radius = MAX_RADIUS;
for (int i = 0; i <= MAX_RADIUS * 2; i++) {
int d = i - MAX_RADIUS;
if (d < -radius || d > radius) continue;
sum += luma(texture(u_src, v_tex + u_step * float(d)).rgb);
count += 1.0;
}
outColor = vec4(vec3(sum / max(count, 1.0)), 1.0);
}`;
const FINAL_FRAG = `#version 300 es
precision highp float;
precision highp int;
in vec2 v_uv;
in vec2 v_tex;
out vec4 outColor;
uniform sampler2D u_scene;
uniform sampler2D u_blurTex;
uniform sampler2D u_blurClar;
uniform sampler2D u_dehaze;
uniform float u_hasBlurTex;
uniform float u_hasBlurClar;
uniform float u_texture;
uniform float u_clarity;
uniform float u_dehazeAmount;
uniform vec3 u_dehazeA;
uniform vec2 u_imageSize;
uniform float u_grainCell;
uniform uint u_seedLo;
uniform uint u_seedHi;
uniform float u_grainAmount;
uniform float u_grainSize;
uniform float u_grainRoughness;
uniform float u_vigAmount;
uniform float u_vigMidpoint;
uniform float u_vigFeather;
uniform float u_vigRoundness;
uniform float u_vigHighlights;
uniform int u_vigMode;
uniform vec3 u_vigColor;
float luma(vec3 c) {
return dot(c, vec3(0.299, 0.587, 0.114));
}
uint mix32(uint x) {
x ^= x >> 16;
x *= 0x7feb352du;
x ^= x >> 15;
x *= 0x846ca68bu;
x ^= x >> 16;
return x;
}
float hashNoise(uint lo, uint hi, float x, float y) {
uint ux = uint(int(x));
uint uy = uint(int(y));
uint h = mix32(lo ^ mix32(hi ^ mix32(ux * 0x9e3779b1u ^ uy * 0x85ebca6bu)));
return float(h) / 4294967295.0 * 2.0 - 1.0;
}
void main() {
vec4 scene = texture(u_scene, v_tex);
if (scene.a == 0.0) {
outColor = vec4(0.0);
return;
}
vec3 c = scene.rgb * 255.0;
float y = luma(c);
// Текстура и чёткость: локальный контраст по яркости.
if (u_texture != 0.0 && u_hasBlurTex > 0.5) {
float b = texture(u_blurTex, v_tex).r * 255.0;
c += (y - b) * u_texture;
}
if (u_clarity != 0.0 && u_hasBlurClar > 0.5) {
float b = texture(u_blurClar, v_tex).r * 255.0;
float d = clamp(y - b, -40.0, 40.0);
float t = abs(2.0 * y / 255.0 - 1.0);
float w = 1.0 - 0.6 * t * t;
c += u_clarity * 1.25 * d * w;
}
// Дымка: приближённо, по карте пропускания на уменьшенной копии.
if (u_dehazeAmount != 0.0) {
float transmission = max(texture(u_dehaze, v_uv).r, 0.1);
if (u_dehazeAmount > 0.0) {
vec3 cleaned = (c - u_dehazeA) / transmission + u_dehazeA;
c = mix(c, cleaned, u_dehazeAmount);
} else {
c = c * (1.0 - 0.75 * -u_dehazeAmount) + u_dehazeA * (0.75 * -u_dehazeAmount);
}
}
c = clamp(c, 0.0, 255.0);
float vy = luma(c);
// Виньетка.
if (u_vigAmount != 0.0) {
vec2 d = v_uv * 2.0 - 1.0;
float p = 2.0 * pow(6.0, u_vigRoundness / 100.0);
float radius = pow(pow(abs(d.x), p) + pow(abs(d.y), p), 1.0 / p);
float start = 0.15 + 0.85 * u_vigMidpoint / 100.0;
float feather = 0.02 + 0.48 * u_vigFeather / 100.0;
float mask = clamp((radius - start) / feather, 0.0, 1.0);
mask = mask * mask * (3.0 - 2.0 * mask);
float hl = (u_vigHighlights / 100.0) * smoothstep(0.5, 1.0, vy / 255.0);
float amount = u_vigAmount / 100.0;
if (u_vigMode == 0) {
float factor = 1.0 - amount * 0.85 * mask;
float protect = hl * mask;
factor += (1.0 - factor) * protect;
c *= factor;
} else {
float strength = abs(amount) * mask * (1.0 - hl);
vec3 tint = u_vigColor * 255.0;
if (u_vigMode == 2) {
c += (tint - c) * strength;
} else {
float tintY = luma(tint);
vec3 target = tint - tintY + vy;
c += (target - c) * strength;
}
}
}
// Зерно: детерминированный шум в координатах изображения.
if (u_grainAmount != 0.0) {
vec2 pos = v_uv * u_imageSize;
vec2 cell = vec2(max(1.0, u_grainCell));
vec2 f = pos / cell;
vec2 i = floor(f);
vec2 fr = f - i;
fr = fr * fr * (3.0 - 2.0 * fr);
float v00 = hashNoise(u_seedLo, u_seedHi, i.x, i.y);
float v10 = hashNoise(u_seedLo, u_seedHi, i.x + 1.0, i.y);
float v01 = hashNoise(u_seedLo, u_seedHi, i.x, i.y + 1.0);
float v11 = hashNoise(u_seedLo, u_seedHi, i.x + 1.0, i.y + 1.0);
float value = mix(mix(v00, v10, fr.x), mix(v01, v11, fr.x), fr.y);
float white = hashNoise(u_seedLo, u_seedHi, pos.x, pos.y);
float roughness = u_grainRoughness / 100.0;
float noise = value * (1.0 - roughness) + white * roughness;
float weight = 1.0 - pow(2.0 * vy / 255.0 - 1.0, 2.0);
c += noise * (u_grainAmount / 100.0) * 38.0 * weight;
}
outColor = vec4(clamp(c / 255.0, 0.0, 1.0), scene.a);
}`;
export interface PreviewRenderOptions {
image: TexImageSource;
imageVersion: string;
@@ -206,6 +387,24 @@ export interface PreviewRenderOptions {
dest: { x: number; y: number; width: number; height: number };
light: LightParams;
color: ColorParams;
effects: EffectsParams;
seed: bigint;
lowQuality?: boolean;
}
interface Target {
texture: WebGLTexture;
framebuffer: WebGLFramebuffer;
width: number;
height: number;
}
interface DehazeMap {
width: number;
height: number;
/** Карта пропускания, строки снизу вверх (как у FBO-текстур). */
transmission: Uint8Array;
atmosphere: [number, number, number];
}
function compile(gl: WebGL2RenderingContext, type: number, source: string): WebGLShader | null {
@@ -221,6 +420,36 @@ function compile(gl: WebGL2RenderingContext, type: number, source: string): WebG
return shader;
}
interface Program {
program: WebGLProgram;
uniforms: Record<string, WebGLUniformLocation | null>;
}
function buildProgram(
gl: WebGL2RenderingContext,
fragment: string,
uniformNames: string[]
): Program {
const vertex = compile(gl, gl.VERTEX_SHADER, VERT);
const frag = compile(gl, gl.FRAGMENT_SHADER, fragment);
if (!vertex || !frag) throw new Error('shader compile failed');
const program = gl.createProgram();
if (!program) throw new Error('program create failed');
gl.attachShader(program, vertex);
gl.attachShader(program, frag);
gl.linkProgram(program);
gl.deleteShader(vertex);
gl.deleteShader(frag);
if (!gl.getProgramParameter(program, gl.LINK_STATUS)) {
const log = gl.getProgramInfoLog(program);
gl.deleteProgram(program);
throw new Error(`program link failed: ${log ?? ''}`);
}
const uniforms: Record<string, WebGLUniformLocation | null> = {};
for (const name of uniformNames) uniforms[name] = gl.getUniformLocation(program, name);
return { program, uniforms };
}
function buildLuts(light: LightParams): Uint8Array {
const master = buildCurveLUT(light.curve?.rgb);
const red = buildCurveLUT(light.curve?.red);
@@ -236,37 +465,191 @@ function buildLuts(light: LightParams): Uint8Array {
return out;
}
function parseHex(color: string): [number, number, number] {
const m = /^#([0-9a-f]{6})$/.exec(color);
if (!m) return [0, 0, 0];
const value = parseInt(m[1], 16);
return [((value >> 16) & 0xff) / 255, ((value >> 8) & 0xff) / 255, (value & 0xff) / 255];
}
/** box-размытие карты пропускания (маленькая картинка, поэтому простое). */
function blurTransmission(map: Float32Array, width: number, height: number, radius: number): void {
if (radius <= 0) return;
const temp = new Float32Array(map.length);
const window = radius * 2 + 1;
for (let y = 0; y < height; y++) {
let sum = 0;
const row = y * width;
for (let x = -radius; x <= radius; x++) sum += map[row + Math.min(width - 1, Math.max(0, x))];
for (let x = 0; x < width; x++) {
temp[row + x] = sum / window;
sum -= map[row + Math.min(width - 1, Math.max(0, x - radius))];
sum += map[row + Math.min(width - 1, Math.max(0, x + radius + 1))];
}
}
for (let x = 0; x < width; x++) {
let sum = 0;
for (let y = -radius; y <= radius; y++) sum += temp[Math.min(height - 1, Math.max(0, y)) * width + x];
for (let y = 0; y < height; y++) {
map[y * width + x] = sum / window;
sum -= temp[Math.min(height - 1, Math.max(0, y - radius)) * width + x];
sum += temp[Math.min(height - 1, Math.max(0, y + radius + 1)) * width + x];
}
}
}
/**
* Готовит карту дымки по уменьшенной копии изображения: атмосферный свет и
* пропускание (dark channel prior). Карта хранится в ориентации изображения
* снизу вверх, чтобы совпадать с текстурными координатами сцены.
*/
function buildDehazeMap(
image: CanvasImageSource,
imageWidth: number,
imageHeight: number
): DehazeMap | null {
const scale = Math.min(1, 256 / Math.max(1, imageWidth, imageHeight));
const width = Math.max(1, Math.round(imageWidth * scale));
const height = Math.max(1, Math.round(imageHeight * scale));
const canvas = document.createElement('canvas');
canvas.width = width;
canvas.height = height;
const ctx = canvas.getContext('2d', { willReadFrequently: true });
if (!ctx) return null;
ctx.drawImage(image, 0, 0, width, height);
const src = ctx.getImageData(0, 0, width, height).data;
const dark = new Uint8Array(width * height);
const histogram = new Uint32Array(256);
for (let i = 0, p = 0; i < dark.length; i++, p += 4) {
const d = Math.min(src[p], src[p + 1], src[p + 2]);
dark[i] = d;
histogram[d]++;
}
let needed = Math.max(1, Math.round(dark.length * 0.001));
let threshold = 255;
for (let value = 255; value >= 0; value--) {
needed -= histogram[value];
if (needed <= 0) {
threshold = value;
break;
}
}
let sumR = 0;
let sumG = 0;
let sumB = 0;
let count = 0;
for (let i = 0, p = 0; i < dark.length; i++, p += 4) {
if (dark[i] < threshold) continue;
sumR += src[p];
sumG += src[p + 1];
sumB += src[p + 2];
count++;
}
const atmosphere: [number, number, number] = count
? [sumR / count, sumG / count, sumB / count]
: [255, 255, 255];
const a = atmosphere.map((v) => Math.max(1, v)) as [number, number, number];
const transmission = new Float32Array(width * height);
for (let i = 0, p = 0; i < dark.length; i++, p += 4) {
const t =
1 -
0.95 *
Math.min(src[p] / a[0], src[p + 1] / a[1], src[p + 2] / a[2]);
transmission[i] = Math.min(1, Math.max(0.1, t));
}
blurTransmission(transmission, width, height, Math.max(1, Math.round(0.02 * Math.min(width, height))));
const bytes = new Uint8Array(width * height);
for (let y = 0; y < height; y++) {
const dstRow = (height - 1 - y) * width;
const srcRow = y * width;
for (let x = 0; x < width; x++) {
bytes[dstRow + x] = Math.round(transmission[srcRow + x] * 255);
}
}
return { width, height, transmission: bytes, atmosphere: a };
}
export class WebGLPreview {
private readonly gl: WebGL2RenderingContext;
private readonly canvas: HTMLCanvasElement;
private readonly program: WebGLProgram;
private readonly scene: Program;
private readonly blur: Program;
private readonly final: Program;
private readonly vao: WebGLVertexArrayObject;
private readonly buffer: WebGLBuffer;
private readonly imageTex: WebGLTexture;
private readonly lutTex: WebGLTexture;
private readonly u: Record<string, WebGLUniformLocation | null>;
private readonly dehazeTex: WebGLTexture;
private imageVersion = '';
private dehazeVersion = '';
private dehazeMap: DehazeMap | null = null;
private sceneTarget: Target | null = null;
private textureH: Target | null = null;
private textureV: Target | null = null;
private clarityH: Target | null = null;
private clarityV: Target | null = null;
private constructor(canvas: HTMLCanvasElement, gl: WebGL2RenderingContext) {
this.canvas = canvas;
this.gl = gl;
const vs = compile(gl, gl.VERTEX_SHADER, VERT);
const fs = compile(gl, gl.FRAGMENT_SHADER, FRAG);
if (!vs || !fs) throw new Error('shader compile failed');
const program = gl.createProgram();
if (!program) throw new Error('program create failed');
gl.attachShader(program, vs);
gl.attachShader(program, fs);
gl.linkProgram(program);
gl.deleteShader(vs);
gl.deleteShader(fs);
if (!gl.getProgramParameter(program, gl.LINK_STATUS)) {
const log = gl.getProgramInfoLog(program);
gl.deleteProgram(program);
throw new Error(`program link failed: ${log ?? ''}`);
}
this.program = program;
this.scene = buildProgram(gl, SCENE_FRAG, [
'u_image',
'u_luts',
'u_uvOffset',
'u_uvScale',
'u_exposureMul',
'u_contrastK',
'u_highlights',
'u_shadows',
'u_whites',
'u_blacks',
'u_temperature',
'u_tint',
'u_vibrance',
'u_saturation',
'u_blending',
'u_balance',
'u_correction',
'u_mixerHue[0]',
'u_mixerSat[0]',
'u_mixerLum[0]',
'u_gradeSat[0]',
'u_gradeLum[0]',
'u_gradeTint[0]'
]);
this.blur = buildProgram(gl, BLUR_FRAG, ['u_src', 'u_step', 'u_radius']);
this.final = buildProgram(gl, FINAL_FRAG, [
'u_scene',
'u_blurTex',
'u_blurClar',
'u_dehaze',
'u_hasBlurTex',
'u_hasBlurClar',
'u_texture',
'u_clarity',
'u_dehazeAmount',
'u_dehazeA',
'u_imageSize',
'u_grainCell',
'u_seedLo',
'u_seedHi',
'u_grainAmount',
'u_grainSize',
'u_grainRoughness',
'u_vigAmount',
'u_vigMidpoint',
'u_vigFeather',
'u_vigRoundness',
'u_vigHighlights',
'u_vigMode',
'u_vigColor',
'u_uvOffset',
'u_uvScale'
]);
const vao = gl.createVertexArray();
const buffer = gl.createBuffer();
@@ -278,55 +661,34 @@ export class WebGLPreview {
new Float32Array([-1, -1, 1, -1, -1, 1, 1, 1]),
gl.STATIC_DRAW
);
const aPos = gl.getAttribLocation(program, 'a_pos');
gl.enableVertexAttribArray(aPos);
gl.vertexAttribPointer(aPos, 2, gl.FLOAT, false, 0, 0);
gl.enableVertexAttribArray(0);
gl.vertexAttribPointer(0, 2, gl.FLOAT, false, 0, 0);
gl.bindVertexArray(null);
this.vao = vao;
this.buffer = buffer;
const imageTex = gl.createTexture();
const lutTex = gl.createTexture();
if (!imageTex || !lutTex) throw new Error('texture create failed');
gl.bindTexture(gl.TEXTURE_2D, imageTex);
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE);
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE);
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.LINEAR);
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.LINEAR);
gl.bindTexture(gl.TEXTURE_2D, lutTex);
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE);
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE);
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.NEAREST);
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.NEAREST);
const dehazeTex = gl.createTexture();
if (!imageTex || !lutTex || !dehazeTex) throw new Error('texture create failed');
for (const texture of [imageTex, lutTex, dehazeTex]) {
gl.bindTexture(gl.TEXTURE_2D, texture);
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE);
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE);
gl.texParameteri(
gl.TEXTURE_2D,
gl.TEXTURE_MIN_FILTER,
texture === lutTex ? gl.NEAREST : gl.LINEAR
);
gl.texParameteri(
gl.TEXTURE_2D,
gl.TEXTURE_MAG_FILTER,
texture === lutTex ? gl.NEAREST : gl.LINEAR
);
}
this.imageTex = imageTex;
this.lutTex = lutTex;
const loc = (name: string) => gl.getUniformLocation(program, name);
this.u = {
u_image: loc('u_image'),
u_luts: loc('u_luts'),
u_uvOffset: loc('u_uvOffset'),
u_uvScale: loc('u_uvScale'),
u_exposureMul: loc('u_exposureMul'),
u_contrastK: loc('u_contrastK'),
u_highlights: loc('u_highlights'),
u_shadows: loc('u_shadows'),
u_whites: loc('u_whites'),
u_blacks: loc('u_blacks'),
u_temperature: loc('u_temperature'),
u_tint: loc('u_tint'),
u_vibrance: loc('u_vibrance'),
u_saturation: loc('u_saturation'),
u_blending: loc('u_blending'),
u_balance: loc('u_balance'),
u_correction: loc('u_correction'),
u_mixerHue: loc('u_mixerHue[0]'),
u_mixerSat: loc('u_mixerSat[0]'),
u_mixerLum: loc('u_mixerLum[0]'),
u_gradeSat: loc('u_gradeSat[0]'),
u_gradeLum: loc('u_gradeLum[0]'),
u_gradeTint: loc('u_gradeTint[0]')
};
this.dehazeTex = dehazeTex;
}
static create(canvas: HTMLCanvasElement): WebGLPreview | null {
@@ -349,11 +711,120 @@ export class WebGLPreview {
dispose() {
const gl = this.gl;
for (const target of [
this.sceneTarget,
this.textureH,
this.textureV,
this.clarityH,
this.clarityV
]) {
if (!target) continue;
gl.deleteTexture(target.texture);
gl.deleteFramebuffer(target.framebuffer);
}
gl.deleteTexture(this.imageTex);
gl.deleteTexture(this.lutTex);
gl.deleteTexture(this.dehazeTex);
gl.deleteBuffer(this.buffer);
gl.deleteVertexArray(this.vao);
gl.deleteProgram(this.program);
gl.deleteProgram(this.scene.program);
gl.deleteProgram(this.blur.program);
gl.deleteProgram(this.final.program);
}
private ensureTarget(target: Target | null, width: number, height: number): Target {
const gl = this.gl;
if (target && target.width === width && target.height === height) return target;
if (target) {
gl.deleteTexture(target.texture);
gl.deleteFramebuffer(target.framebuffer);
}
const texture = gl.createTexture();
const framebuffer = gl.createFramebuffer();
if (!texture || !framebuffer) throw new Error('target create failed');
gl.bindTexture(gl.TEXTURE_2D, texture);
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE);
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE);
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.LINEAR);
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.LINEAR);
gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, width, height, 0, gl.RGBA, gl.UNSIGNED_BYTE, null);
gl.bindFramebuffer(gl.FRAMEBUFFER, framebuffer);
gl.framebufferTexture2D(
gl.FRAMEBUFFER,
gl.COLOR_ATTACHMENT0,
gl.TEXTURE_2D,
texture,
0
);
if (gl.checkFramebufferStatus(gl.FRAMEBUFFER) !== gl.FRAMEBUFFER_COMPLETE) {
console.error('webgl preview: incomplete framebuffer');
}
gl.bindFramebuffer(gl.FRAMEBUFFER, null);
return { texture, framebuffer, width, height };
}
private drawQuad() {
const gl = this.gl;
gl.bindVertexArray(this.vao);
gl.drawArrays(gl.TRIANGLE_STRIP, 0, 4);
gl.bindVertexArray(null);
}
private uploadImage(opts: PreviewRenderOptions) {
const gl = this.gl;
gl.activeTexture(gl.TEXTURE0);
gl.bindTexture(gl.TEXTURE_2D, this.imageTex);
gl.pixelStorei(gl.UNPACK_FLIP_Y_WEBGL, true);
gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, gl.RGBA, gl.UNSIGNED_BYTE, opts.image);
gl.pixelStorei(gl.UNPACK_FLIP_Y_WEBGL, false);
this.imageVersion = opts.imageVersion;
}
private ensureDehazeMap(opts: PreviewRenderOptions) {
const gl = this.gl;
if (this.dehazeVersion !== opts.imageVersion) {
this.dehazeMap = buildDehazeMap(
opts.image as CanvasImageSource,
opts.imageWidth,
opts.imageHeight
);
this.dehazeVersion = opts.imageVersion;
if (this.dehazeMap) {
gl.activeTexture(gl.TEXTURE3);
gl.bindTexture(gl.TEXTURE_2D, this.dehazeTex);
gl.texImage2D(
gl.TEXTURE_2D,
0,
gl.R8,
this.dehazeMap.width,
this.dehazeMap.height,
0,
gl.RED,
gl.UNSIGNED_BYTE,
this.dehazeMap.transmission
);
}
}
return this.dehazeMap;
}
private blurPass(
source: WebGLTexture,
target: Target,
stepX: number,
stepY: number,
radius: number
) {
const gl = this.gl;
gl.bindFramebuffer(gl.FRAMEBUFFER, target.framebuffer);
gl.viewport(0, 0, target.width, target.height);
gl.useProgram(this.blur.program);
gl.activeTexture(gl.TEXTURE0);
gl.bindTexture(gl.TEXTURE_2D, source);
gl.uniform1i(this.blur.uniforms.u_src, 0);
gl.uniform2f(this.blur.uniforms.u_step, stepX, stepY);
gl.uniform1i(this.blur.uniforms.u_radius, Math.min(32, Math.max(1, radius)));
this.drawQuad();
}
render(opts: PreviewRenderOptions): boolean {
@@ -370,19 +841,22 @@ export class WebGLPreview {
gl.viewport(0, 0, width, height);
gl.clearColor(0, 0, 0, 0);
gl.clear(gl.COLOR_BUFFER_BIT);
gl.useProgram(this.program);
if (this.imageVersion !== opts.imageVersion) {
gl.activeTexture(gl.TEXTURE0);
gl.bindTexture(gl.TEXTURE_2D, this.imageTex);
gl.pixelStorei(gl.UNPACK_FLIP_Y_WEBGL, true);
gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, gl.RGBA, gl.UNSIGNED_BYTE, opts.image);
this.imageVersion = opts.imageVersion;
}
if (this.imageVersion !== opts.imageVersion) this.uploadImage(opts);
const effects = opts.effects;
const sceneWidth = Math.max(1, Math.round(opts.dest.width));
const sceneHeight = Math.max(1, Math.round(opts.dest.height));
this.sceneTarget = this.ensureTarget(this.sceneTarget, sceneWidth, sceneHeight);
const sceneTarget = this.sceneTarget;
// Проход 1: свет и цвет в FBO-текстуру.
gl.bindFramebuffer(gl.FRAMEBUFFER, sceneTarget.framebuffer);
gl.viewport(0, 0, sceneWidth, sceneHeight);
gl.useProgram(this.scene.program);
gl.activeTexture(gl.TEXTURE0);
gl.bindTexture(gl.TEXTURE_2D, this.imageTex);
gl.uniform1i(this.u.u_image, 0);
gl.uniform1i(this.scene.uniforms.u_image, 0);
gl.activeTexture(gl.TEXTURE1);
gl.bindTexture(gl.TEXTURE_2D, this.lutTex);
gl.texImage2D(
@@ -396,25 +870,25 @@ export class WebGLPreview {
gl.UNSIGNED_BYTE,
buildLuts(opts.light)
);
gl.uniform1i(this.u.u_luts, 1);
gl.uniform1i(this.scene.uniforms.u_luts, 1);
const light = opts.light;
gl.uniform1f(this.u.u_exposureMul, Math.pow(2, light.exposure));
gl.uniform1f(this.u.u_contrastK, 1 + light.contrast / 100);
gl.uniform1f(this.u.u_highlights, (light.highlights / 100) * 80);
gl.uniform1f(this.u.u_shadows, (light.shadows / 100) * 80);
gl.uniform1f(this.u.u_whites, (light.whites / 100) * 80);
gl.uniform1f(this.u.u_blacks, (light.blacks / 100) * 80);
gl.uniform1f(this.scene.uniforms.u_exposureMul, Math.pow(2, light.exposure));
gl.uniform1f(this.scene.uniforms.u_contrastK, 1 + light.contrast / 100);
gl.uniform1f(this.scene.uniforms.u_highlights, (light.highlights / 100) * 80);
gl.uniform1f(this.scene.uniforms.u_shadows, (light.shadows / 100) * 80);
gl.uniform1f(this.scene.uniforms.u_whites, (light.whites / 100) * 80);
gl.uniform1f(this.scene.uniforms.u_blacks, (light.blacks / 100) * 80);
const color = opts.color;
gl.uniform1f(this.u.u_temperature, color.temperature / 100);
gl.uniform1f(this.u.u_tint, color.tint / 100);
gl.uniform1f(this.u.u_vibrance, color.vibrance / 100);
gl.uniform1f(this.u.u_saturation, color.saturation / 100);
gl.uniform1f(this.u.u_blending, color.grading.blending / 100);
gl.uniform1f(this.u.u_balance, color.grading.balance / 100);
gl.uniform1f(this.scene.uniforms.u_temperature, color.temperature / 100);
gl.uniform1f(this.scene.uniforms.u_tint, color.tint / 100);
gl.uniform1f(this.scene.uniforms.u_vibrance, color.vibrance / 100);
gl.uniform1f(this.scene.uniforms.u_saturation, color.saturation / 100);
gl.uniform1f(this.scene.uniforms.u_blending, color.grading.blending / 100);
gl.uniform1f(this.scene.uniforms.u_balance, color.grading.balance / 100);
gl.uniform3f(
this.u.u_correction,
this.scene.uniforms.u_correction,
color.correction.red / 100,
color.correction.green / 100,
color.correction.blue / 100
@@ -429,9 +903,9 @@ export class WebGLPreview {
sat[i] = band.saturation / 100;
lum[i] = band.luminance / 100;
}
gl.uniform1fv(this.u.u_mixerHue, hue);
gl.uniform1fv(this.u.u_mixerSat, sat);
gl.uniform1fv(this.u.u_mixerLum, lum);
gl.uniform1fv(this.scene.uniforms['u_mixerHue[0]'], hue);
gl.uniform1fv(this.scene.uniforms['u_mixerSat[0]'], sat);
gl.uniform1fv(this.scene.uniforms['u_mixerLum[0]'], lum);
const gradeSat = new Float32Array(3);
const gradeLum = new Float32Array(3);
@@ -445,26 +919,124 @@ export class WebGLPreview {
gradeTint[i * 3 + 1] = g;
gradeTint[i * 3 + 2] = b;
}
gl.uniform1fv(this.u.u_gradeSat, gradeSat);
gl.uniform1fv(this.u.u_gradeLum, gradeLum);
gl.uniform3fv(this.u.u_gradeTint, gradeTint);
gl.uniform1fv(this.scene.uniforms['u_gradeSat[0]'], gradeSat);
gl.uniform1fv(this.scene.uniforms['u_gradeLum[0]'], gradeLum);
gl.uniform3fv(this.scene.uniforms['u_gradeTint[0]'], gradeTint);
const u0 = opts.crop.x / opts.imageWidth;
const u1 = (opts.crop.x + opts.crop.width) / opts.imageWidth;
const vTop = opts.crop.y / opts.imageHeight;
const vBottom = (opts.crop.y + opts.crop.height) / opts.imageHeight;
gl.uniform2f(this.u.u_uvOffset, u0, 1 - vBottom);
gl.uniform2f(this.u.u_uvScale, u1 - u0, vBottom - vTop);
const uvOffsetX = u0;
const uvOffsetY = 1 - vBottom;
const uvScaleX = u1 - u0;
const uvScaleY = vBottom - vTop;
gl.uniform2f(this.scene.uniforms.u_uvOffset, uvOffsetX, uvOffsetY);
gl.uniform2f(this.scene.uniforms.u_uvScale, uvScaleX, uvScaleY);
this.drawQuad();
// Проходы размытия: текстура — полное (или половинное) разрешение,
// чёткость — половинное (или четвертное).
const scale = opts.dest.width / Math.max(1, opts.crop.width);
const minCrop = Math.min(opts.crop.width, opts.crop.height);
const textureRadius = Math.max(1, Math.round(0.0015 * minCrop * scale));
const clarityRadius = Math.max(2, Math.round(0.008 * minCrop * scale));
const texScale = opts.lowQuality ? 0.5 : 1;
const clarScale = opts.lowQuality ? 0.25 : 0.5;
let hasTexture = false;
let hasClarity = false;
if (effects.texture !== 0) {
const targetW = Math.max(1, Math.round(sceneWidth * texScale));
const targetH = Math.max(1, Math.round(sceneHeight * texScale));
this.textureH = this.ensureTarget(this.textureH, targetW, targetH);
this.textureV = this.ensureTarget(this.textureV, targetW, targetH);
const radius = Math.max(1, Math.round(textureRadius * texScale));
this.blurPass(sceneTarget.texture, this.textureH, 1 / targetW, 0, radius);
this.blurPass(this.textureH.texture, this.textureV, 0, 1 / targetH, radius);
hasTexture = true;
}
if (effects.clarity !== 0) {
const targetW = Math.max(1, Math.round(sceneWidth * clarScale));
const targetH = Math.max(1, Math.round(sceneHeight * clarScale));
this.clarityH = this.ensureTarget(this.clarityH, targetW, targetH);
this.clarityV = this.ensureTarget(this.clarityV, targetW, targetH);
const radius = Math.max(1, Math.round(clarityRadius * clarScale));
this.blurPass(sceneTarget.texture, this.clarityH, 1 / targetW, 0, radius);
this.blurPass(this.clarityH.texture, this.clarityV, 0, 1 / targetH, radius);
hasClarity = true;
}
const dehazeMap = effects.dehaze !== 0 ? this.ensureDehazeMap(opts) : null;
// Финальный проход: эффекты, виньетка, зерно.
gl.bindFramebuffer(gl.FRAMEBUFFER, null);
gl.viewport(
Math.round(opts.dest.x),
Math.round(height - opts.dest.y - opts.dest.height),
Math.max(1, Math.round(opts.dest.width)),
Math.max(1, Math.round(opts.dest.height))
);
gl.bindVertexArray(this.vao);
gl.drawArrays(gl.TRIANGLE_STRIP, 0, 4);
gl.bindVertexArray(null);
gl.useProgram(this.final.program);
const u = this.final.uniforms;
gl.activeTexture(gl.TEXTURE0);
gl.bindTexture(gl.TEXTURE_2D, sceneTarget.texture);
gl.uniform1i(u.u_scene, 0);
gl.activeTexture(gl.TEXTURE1);
gl.bindTexture(gl.TEXTURE_2D, hasTexture ? this.textureV!.texture : sceneTarget.texture);
gl.uniform1i(u.u_blurTex, 1);
gl.activeTexture(gl.TEXTURE2);
gl.bindTexture(gl.TEXTURE_2D, hasClarity ? this.clarityV!.texture : sceneTarget.texture);
gl.uniform1i(u.u_blurClar, 2);
gl.activeTexture(gl.TEXTURE3);
gl.bindTexture(gl.TEXTURE_2D, this.dehazeTex);
gl.uniform1i(u.u_dehaze, 3);
gl.uniform1f(u.u_hasBlurTex, hasTexture ? 1 : 0);
gl.uniform1f(u.u_hasBlurClar, hasClarity ? 1 : 0);
gl.uniform1f(u.u_texture, effects.texture / 100);
gl.uniform1f(u.u_clarity, effects.clarity / 100);
gl.uniform1f(u.u_dehazeAmount, dehazeMap ? effects.dehaze / 100 : 0);
if (dehazeMap) {
gl.uniform3f(
u.u_dehazeA,
dehazeMap.atmosphere[0],
dehazeMap.atmosphere[1],
dehazeMap.atmosphere[2]
);
} else {
gl.uniform3f(u.u_dehazeA, 255, 255, 255);
}
gl.uniform2f(u.u_imageSize, opts.imageWidth, opts.imageHeight);
const cell = Math.max(
1,
(0.0005 + 0.004 * (effects.grain.size / 100)) *
Math.min(opts.imageWidth, opts.imageHeight)
);
gl.uniform1f(u.u_grainCell, cell);
const seed = opts.seed;
gl.uniform1ui(u.u_seedLo, Number(seed & 0xffffffffn));
gl.uniform1ui(u.u_seedHi, Number((seed >> 32n) & 0xffffffffn));
gl.uniform1f(u.u_grainAmount, effects.grain.amount);
gl.uniform1f(u.u_grainSize, effects.grain.size);
gl.uniform1f(u.u_grainRoughness, effects.grain.roughness);
const vignette = effects.vignette;
gl.uniform1f(u.u_vigAmount, vignette.amount);
gl.uniform1f(u.u_vigMidpoint, vignette.midpoint);
gl.uniform1f(u.u_vigFeather, vignette.feather);
gl.uniform1f(u.u_vigRoundness, vignette.roundness);
gl.uniform1f(u.u_vigHighlights, vignette.highlights);
gl.uniform1i(
u.u_vigMode,
vignette.mode === 'light' ? 0 : vignette.mode === 'color' ? 1 : 2
);
gl.uniform3f(u.u_vigColor, ...parseHex(vignette.color));
gl.uniform2f(u.u_uvOffset, uvOffsetX, uvOffsetY);
gl.uniform2f(u.u_uvScale, uvScaleX, uvScaleY);
this.drawQuad();
return true;
}
}