97bdf605e2
The studio took JPEG, PNG and HEIC and nothing else, so a photographer's own negatives never reached it. A RAW now loads the way any other file does — `isRawName` reads the extension off a 24-entry list, the file goes into OPFS under one slot (`current_image.raw`, beside `current_image.name`, so a reload finds it again) and `rawDevelop` runs it through LibRaw-wasm: half size, 16-bit output, camera white balance and the camera's own 3x3 matrix, in bands of 2M pixels so a 30MB file never holds a second copy of itself. `example-sony.ARW` (30.3MB) lands as a 3120x2084 picture, no page error. DEHAZE joins the FX tab, where Lightroom keeps it: a chip off the same PARAM_DEFS entry (`dehaze`, 0..10) so nothing new renders chips, and the pass is the dark channel prior — `atmosphericLight` reads A off a 32x32 draw of the photo, `DEHAZE_SKSL` takes omega up to 0.95 over a floor of 0.1 — measured at 71.8% of the stage's pixels moved between 0 and 10. The gradient mask grows the six knobs the phone's has: HIGHLIGHT, SHADOW, WHITE, BLACK, CLARITY and DEHAZE. The mask's falloff is a smoothstep rather than a line, and CLARITY/DEHAZE inside a mask get a blurred copy of the photo plus the air A as a second child of the mask shader — so a mask's clarity is clarity and not a flat brightness lift. The column shows all nine rulers; CLARITY 9 moves 42.2% of the stage, DEHAZE 9 moves 27.9%. CLARITY stops reading the whole photo per pixel: the single pass that sampled a 15x15 box 225 times is now the three passes the same math wants — 1x15, then 15x1, then a blend, `orig + (orig - B) * 3.2` — about 30 reads. Both signs work (77.4% of the stage moves at +10, 79.6% at -10), and the negative branch keeps its mist as it was. The pointer reviews a look before it is taken: resting on a PHOTO STYLE chip or a recipe chip lays that look on the photo while it stays there and gives it back the moment it leaves — byte-identical, measured on four of them (24.9%, 23.8%, 24.5%, 25.3% of the stage moves on, 0.00% off) — while the recipe, the UNDO stack and the session stay on the look the click left. A hovered look brings its colour alone: the masks, the dust spots and the mosaic of the photo being edited ride along, or a pointer crossing a chip row would rub them off. A PRO sim is left out, since a hover that showed its look would hand over what the click gates. Probes: e2e-raw-verify, e2e-dehaze-mask, e2e-mask-verify, e2e-clarity-verify, e2e-hover-preview2.
260 lines
6.1 KiB
TypeScript
260 lines
6.1 KiB
TypeScript
import { ColorAdjustments } from '../types';
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// Static metadata for the continuous (slider) adjustments of the IQ/WB/FILTERS
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// tabs — shared between AdjustmentPanel (chips + slider rows) and App (which
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// needs the open row's bounds to drive drag-on-the-image adjustment). The get
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// /set accessors are stateless so one table serves every render.
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export interface ContinuousParamDef {
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key: string;
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label: string;
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min: number;
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max: number;
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step: number;
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defaultValue: number;
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display: (v: number) => string;
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get: (a: ColorAdjustments) => number;
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set: (v: number) => Partial<ColorAdjustments>;
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// PRO-only knob: the LITE build greys the chip out (PRO corner tag) and
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// cannot open its row, so the value stays at its default there.
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pro?: boolean;
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}
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const sign = (v: number) => (v > 0 ? `+${v}` : String(v));
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const oneEv = (v: number) => `${v > 0 ? '+' : ''}${v.toFixed(1)} EV`;
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export const PARAM_DEFS: {
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iq: ContinuousParamDef[];
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wb: ContinuousParamDef[];
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filters: ContinuousParamDef[];
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} = {
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iq: [
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{
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key: 'exposure',
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label: 'EXPOSURE',
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min: -10,
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max: 10,
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step: 1,
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defaultValue: 0,
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display: sign,
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get: (a) => a.exposure,
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set: (v) => ({ exposure: v }),
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},
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{
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key: 'ev',
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label: 'EV',
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min: -3,
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max: 3,
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step: 0.5,
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defaultValue: 0,
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display: oneEv,
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get: (a) => a.exposureCompensation ?? 0,
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set: (v) => ({ exposureCompensation: v }),
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},
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{
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key: 'contrast',
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label: 'CONTRAST',
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min: -10,
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max: 10,
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step: 1,
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defaultValue: 0,
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display: sign,
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get: (a) => a.contrast,
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set: (v) => ({ contrast: v }),
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},
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{
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key: 'color',
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label: 'COLOR',
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min: -10,
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max: 10,
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step: 1,
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defaultValue: 0,
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display: sign,
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get: (a) => a.saturation,
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set: (v) => ({ saturation: v }),
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},
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{
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key: 'vibrance',
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label: 'VIBRANCE',
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min: -10,
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max: 10,
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step: 1,
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defaultValue: 0,
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display: sign,
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get: (a) => a.vibrance ?? 0,
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set: (v) => ({ vibrance: v }),
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},
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{
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key: 'highlight',
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label: 'HIGHLIGHT',
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min: -10,
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max: 10,
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step: 1,
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defaultValue: 0,
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display: sign,
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get: (a) => a.highlight ?? 0,
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set: (v) => ({ highlight: v }),
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},
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{
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key: 'shadow',
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label: 'SHADOW',
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min: -10,
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max: 10,
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step: 1,
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defaultValue: 0,
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display: sign,
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get: (a) => a.shadow ?? 0,
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set: (v) => ({ shadow: v }),
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},
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],
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wb: [
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{
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key: 'temperature',
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label: 'COLOR TEMP',
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min: 2500,
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max: 10000,
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step: 100,
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defaultValue: 5500,
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display: (v) => `${v}K`,
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get: (a) => a.temperature,
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set: (v) => ({ temperature: v }),
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},
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{
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key: 'tint',
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label: 'TINT',
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min: -10,
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max: 10,
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step: 1,
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defaultValue: 0,
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display: sign,
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get: (a) => a.tint ?? 0,
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set: (v) => ({ tint: v }),
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},
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{
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// The two points live on WB, not on LIGHT: they shift each channel's own
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// end of the ramp, which balances a cast at the toe and the shoulder
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// rather than adding another tone knob. Same range as the CREATE form's
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// rows, so a look round-trips.
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key: 'whites',
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label: 'WHITE',
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min: -10,
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max: 10,
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step: 1,
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defaultValue: 0,
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display: sign,
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get: (a) => a.whites ?? 0,
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set: (v) => ({ whites: v }),
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},
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{
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key: 'blacks',
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label: 'BLACK',
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min: -10,
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max: 10,
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step: 1,
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defaultValue: 0,
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display: sign,
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get: (a) => a.blacks ?? 0,
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set: (v) => ({ blacks: v }),
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},
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],
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filters: [
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{
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key: 'denoise',
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label: 'NOISE REDUCTION',
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min: -10,
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max: 10,
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step: 1,
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defaultValue: 0,
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display: String,
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get: (a) => a.denoise,
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set: (v) => ({ denoise: v }),
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},
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{
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key: 'clarity',
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label: 'CLARITY',
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min: -10,
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max: 10,
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step: 1,
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defaultValue: 0,
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display: sign,
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get: (a) => a.clarity,
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set: (v) => ({ clarity: v }),
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},
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{
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// The haze the frame's own pixels carry (dark channel prior, toneShader's
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// DEHAZE_SKSL): no negative side, because there is no way to put scattered
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// light back that is honest about where it went. Its chip sits with the
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// other spatial knob it shares a blurred reference with.
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key: 'dehaze',
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label: 'DEHAZE',
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min: 0,
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max: 10,
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step: 1,
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defaultValue: 0,
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display: String,
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get: (a) => a.dehaze ?? 0,
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set: (v) => ({ dehaze: v }),
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},
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{
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key: 'sharpening',
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label: 'SHARPENING',
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min: -10,
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max: 10,
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step: 1,
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defaultValue: 0,
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display: String,
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get: (a) => a.sharpening ?? 0,
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set: (v) => ({ sharpening: v }),
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},
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{
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key: 'grain',
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label: 'MONOCHROME GRAIN',
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min: 0,
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max: 10,
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// Half a step: the grain is a look, not a switch, and the AMOUNT chip in
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// the GRAIN strip is what spends the half.
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step: 0.5,
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defaultValue: 0,
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display: String,
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get: (a) => a.grain,
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set: (v) => ({ grain: v }),
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},
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{
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// The SIZE knob: percent of the stock's own cell (grainShader.ts), so the
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// same number means the same texture RELATIVE to the picture on both
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// platforms and the readout beside it is the stock's, scaled.
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key: 'grainSize',
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label: 'GRAIN SIZE',
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min: 50,
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max: 200,
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step: 5,
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defaultValue: 100,
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display: (v) => `${v}%`,
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get: (a) => a.grainSize ?? 100,
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set: (v) => ({ grainSize: v }),
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},
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{
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key: 'hdf',
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label: 'HDF EFFECT',
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pro: true,
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min: 0,
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max: 10,
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step: 1,
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defaultValue: 0,
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display: String,
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get: (a) => a.hdf ?? 0,
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set: (v) => ({ hdf: v }),
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},
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{
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key: 'vignette',
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label: 'VIGNETTING',
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min: 0,
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max: 10,
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step: 1,
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defaultValue: 0,
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display: String,
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get: (a) => a.vignette ?? 0,
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set: (v) => ({ vignette: v }),
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},
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],
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};
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