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  • /*
     * Effect that controls the total brightness of another effect
     *
     * Copyright (c) 2014 Micah Elizabeth Scott <micah@scanlime.org>
     *
     * Permission is hereby granted, free of charge, to any person
     * obtaining a copy of this software and associated documentation
     * files (the "Software"), to deal in the Software without
     * restriction, including without limitation the rights to use,
     * copy, modify, merge, publish, distribute, sublicense, and/or sell
     * copies of the Software, and to permit persons to whom the
     * Software is furnished to do so, subject to the following
     * conditions:
     *
     * The above copyright notice and this permission notice shall be
     * included in all copies or substantial portions of the Software.
     *
     * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,
     * EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES
     * OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND
     * NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT
     * HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY,
     * WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
     * FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR
     * OTHER DEALINGS IN THE SOFTWARE.
     */
    
    #pragma once
    
    #include "effect.h"
    
    
    class Brightness : public Effect {
    public:
        Brightness(Effect &next);
    
        void set(float averageBrightness);
        void set(float lowerLimit, float upperLimit);
    
        // Set the gamma value we assume when performing total brightness calculations.
        // Doesn't affect the actual output gamma! We need to sum the brightness in a
        // physically linear space, but we perform the scaling back in our perceptually
        // linear-ish space.
        void setAssumedGamma(float gamma);
    
        virtual void beginFrame(const FrameInfo& f);
        virtual void endFrame(const FrameInfo& f);
    
        virtual void debug(const DebugInfo& f);
    
        virtual void calculatePixel(Vec3& rgb, const PixelInfo& p);
    
    private:
        Effect &next;
        float lowerLimit, upperLimit;
        std::vector<Vec3> colors;
        float currentScale;
        float gamma;
    };
    
    
    
    /*****************************************************************************************
     *                                   Implementation
     *****************************************************************************************/
    
    
    
    inline Brightness::Brightness(Effect &next)
        : next(next),
          lowerLimit(0), upperLimit(1),
    
    {
        // Fadecandy default
        setAssumedGamma(2.5);
    }
    
    inline void Brightness::set(float averageBrightness)
    {
        lowerLimit = upperLimit = averageBrightness;
    }
    
    inline void Brightness::set(float lowerLimit, float upperLimit)
    {
        this->lowerLimit = lowerLimit;
        this->upperLimit = upperLimit;
    }
    
    inline void Brightness::setAssumedGamma(float gamma)
    {
        this->gamma = gamma;
    }
    
    inline void Brightness::beginFrame(const FrameInfo& f)
    {
        next.beginFrame(f);
        colors.resize(f.pixels.size());
    
        unsigned count = 0;
    
    
        // Calculate the next effect's pixels, storing them all. Also count the total number
        // of mapped pixels, ignoring any unmapped ones.
    
        {
            PixelInfoIter pi = f.pixels.begin();
            PixelInfoIter pe = f.pixels.end();
            std::vector<Vec3>::iterator ci = colors.begin();
    
            for (;pi != pe; ++pi, ++ci) {
                if (pi->isMapped()) {
                    next.calculatePixel(*ci, *pi);
                    count++;
                }
    
        if (count == 0) {
            // No LEDs mapped
            return;
        }
    
        // Iterative algorithm to adjust brightness scaling. I'm not sure a closed-form
        // solution exists- this is complicated for multiple reasons. We want to scale the
        // entire image in a perceptually linear way, but the final brightness we're interested
        // in is related to the total linear intensity of all LEDs. Additionally, the brightness
        // is clamped at each LED, so we may need to increase the brightness of other LEDs to
        // compensate for individual LEDs that can't get any brighter. Usually this only takes
        // a few iterations to converge.
    
        const unsigned maxIters = 50;
        const float epsilon = 1e-3;
    
        for (unsigned iter = 0; iter < maxIters; iter++) {
    
            std::vector<Vec3>::iterator ci = colors.begin();
            std::vector<Vec3>::iterator ce = colors.end();
            float avg = 0;
    
            for (;ci != ce; ++ci) {
                Vec3& rgb = *ci;
    
                // Simulated linear brightness, using current scale
                for (unsigned i = 0; i < 3; i++) {
                    avg += powf(std::max(0.0f, std::min(1.0f, rgb[i] * currentScale)), gamma);
                }
            }
    
    
            // Make the best estimate we can for this iteration
            float adjustment;
    
            if (avg < lowerLimit) {
    
                adjustment = powf(lowerLimit / avg, 1.0f / gamma);
    
            } else if (avg > upperLimit) {
    
                adjustment = powf(upperLimit / avg, 1.0f / gamma);
    
            currentScale = std::max(epsilon, currentScale * adjustment);
    
    
            // Was this adjustment negligible? We can quit early.
            if (fabsf(adjustment - 1.0f) < epsilon) {
                break;
    
            }
        }
    }
    
    inline void Brightness::endFrame(const FrameInfo& f)
    {
        next.endFrame(f);
    }
    
    
    inline void Brightness::debug(const DebugInfo& d)
    {
        next.debug(d);
    }
    
    
    inline void Brightness::calculatePixel(Vec3& rgb, const PixelInfo& p)
    {
        rgb = colors[p.index] * currentScale;
    }