premultiplied blends for most

This commit is contained in:
Ryan Oldenburg 2021-01-28 23:42:12 -06:00
parent 8aab927127
commit 052e114db1

View file

@ -39,6 +39,24 @@ type
when defined(release):
{.push checks: off.}
proc min(a, b: uint32): uint32 {.inline.} =
if a < b: a else: b
proc max(a, b: uint32): uint32 {.inline.} =
if a > b: a else: b
proc screenPremultiplied(backdrop, source: uint32): uint8 {.inline.} =
(255 - ((255 - backdrop) * (255 - source)) div 255).uint8
proc hardLightPremultiplied(backdrop, source: uint32): uint8 {.inline.} =
if source <= 127:
((backdrop * 2 * source) div 255).uint8
else:
screenPremultiplied(backdrop, 2 * source - 255)
proc blendAlpha(backdrop, source: uint8): uint8 {.inline.} =
source + ((backdrop.uint32 * (255 - source)) div 255).uint8
proc blendNormalPremultiplied*(backdrop, source: ColorRGBA): ColorRGBA {.inline.} =
if backdrop.a == 0:
return source
@ -51,7 +69,95 @@ proc blendNormalPremultiplied*(backdrop, source: ColorRGBA): ColorRGBA {.inline.
result.r = source.r + ((backdrop.r.uint32 * k) div 255).uint8
result.g = source.g + ((backdrop.g.uint32 * k) div 255).uint8
result.b = source.b + ((backdrop.b.uint32 * k) div 255).uint8
result.a = source.a + ((backdrop.a.uint32 * k) div 255).uint8
result.a = blendAlpha(backdrop.a, source.a)
proc blendDarkenPremultiplied(backdrop, source: ColorRGBA): ColorRGBA =
result.r = min(backdrop.r, source.r)
result.g = min(backdrop.g, source.g)
result.b = min(backdrop.b, source.b)
result.a = blendAlpha(backdrop.a, source.a)
proc blendMultiplyPremultiplied(backdrop, source: ColorRGBA): ColorRGBA =
result.r = ((backdrop.r.uint32 * source.r) div 255).uint8
result.g = ((backdrop.g.uint32 * source.g) div 255).uint8
result.b = ((backdrop.b.uint32 * source.b) div 255).uint8
result.a = blendAlpha(backdrop.a, source.a)
proc blendLinearBurnPremultiplied(backdrop, source: ColorRGBA): ColorRGBA =
result.r = min(0, backdrop.r.uint32 + source.r.uint32 - 255).uint8
result.g = min(0, backdrop.g.uint32 + source.g.uint32 - 255).uint8
result.b = min(0, backdrop.b.uint32 + source.b.uint32 - 255).uint8
result.a = blendAlpha(backdrop.a, source.a)
proc blendLightenPremultiplied(backdrop, source: ColorRGBA): ColorRGBA =
result.r = max(backdrop.r, source.r)
result.g = max(backdrop.g, source.g)
result.b = max(backdrop.b, source.b)
result.a = blendAlpha(backdrop.a, source.a)
proc blendColorBurnPremultiplied(backdrop, source: ColorRGBA): ColorRGBA =
proc blend(backdrop, source: uint32): uint8 {.inline.} =
if backdrop == 255:
255.uint8
elif source == 0:
0
else:
255 - min(255, (255 * (255 - backdrop)) div source).uint8
result.r = blend(backdrop.r, source.r)
result.g = blend(backdrop.g, source.g)
result.b = blend(backdrop.b, source.b)
result.a = blendAlpha(backdrop.a, source.a)
proc blendScreenPremultiplied(backdrop, source: ColorRGBA): ColorRGBA =
result.r = screenPremultiplied(backdrop.r, source.r)
result.g = screenPremultiplied(backdrop.g, source.g)
result.b = screenPremultiplied(backdrop.b, source.b)
result.a = blendAlpha(backdrop.a, source.a)
proc blendLinearDodgePremultiplied(backdrop, source: ColorRGBA): ColorRGBA =
result.r = min(backdrop.r.uint32 + source.r, 255).uint8
result.g = min(backdrop.g.uint32 + source.g, 255).uint8
result.b = min(backdrop.b.uint32 + source.b, 255).uint8
result.a = blendAlpha(backdrop.a, source.a)
proc blendColorDodgePremultiplied(backdrop, source: ColorRGBA): ColorRGBA =
proc blend(backdrop, source: uint32): uint8 {.inline.} =
if backdrop == 0:
0.uint8
elif source == 255:
255
else:
min(255, (255 * backdrop) div (255 - source)).uint8
result.r = blend(backdrop.r, source.r)
result.g = blend(backdrop.g, source.g)
result.b = blend(backdrop.b, source.b)
result.a = blendAlpha(backdrop.a, source.a)
proc blendOverlayPremultiplied(backdrop, source: ColorRGBA): ColorRGBA =
result.r = hardLightPremultiplied(source.r, backdrop.r)
result.g = hardLightPremultiplied(source.g, backdrop.g)
result.b = hardLightPremultiplied(source.b, backdrop.b)
result.a = blendAlpha(backdrop.a, source.a)
proc blendHardLightyPremultiplied(backdrop, source: ColorRGBA): ColorRGBA =
result.r = hardLightPremultiplied(backdrop.r, source.r)
result.g = hardLightPremultiplied(backdrop.g, source.g)
result.b = hardLightPremultiplied(backdrop.b, source.b)
result.a = blendAlpha(backdrop.a, source.a)
proc blendDifferencePremultiplied(backdrop, source: ColorRGBA): ColorRGBA =
result.r = max(backdrop.r, source.r) - min(backdrop.r, source.r)
result.g = max(backdrop.g, source.g) - min(backdrop.g, source.g)
result.b = max(backdrop.b, source.b) - min(backdrop.b, source.b)
result.a = blendAlpha(backdrop.a, source.a)
proc blendExclusionPremultiplied(backdrop, source: ColorRGBA): ColorRGBA =
proc blend(backdrop, source: uint32): uint8 {.inline.} =
max(0, backdrop + source - (2 * backdrop * source) div 255).uint8
result.r = blend(backdrop.r.uint32, source.r.uint32)
result.g = blend(backdrop.g.uint32, source.g.uint32)
result.b = blend(backdrop.b.uint32, source.b.uint32)
result.a = blendAlpha(backdrop.a, source.a)
when defined(amd64) and not defined(pixieNoSimd):
proc blendNormalPremultiplied*(backdrop, source: M128i): M128i {.inline.} =
@ -371,18 +477,6 @@ else:
result.b = (b div a div 255).uint8
result.a = a.uint8
proc min(a, b: uint32): uint32 {.inline.} =
if a < b: a else: b
proc screen(backdrop, source: uint32): uint8 {.inline.} =
(255 - ((255 - backdrop) * (255 - source)) div 255).uint8
proc hardLight(backdrop, source: uint32): uint8 {.inline.} =
if source <= 127:
((backdrop * 2 * source) div 255).uint8
else:
screen(backdrop, 2 * source - 255)
proc blendNormal(backdrop, source: ColorRGBA): ColorRGBA =
blendNormalPremultiplied(
backdrop.toPremultipliedAlpha(),
@ -390,78 +484,74 @@ proc blendNormal(backdrop, source: ColorRGBA): ColorRGBA =
).toStraightAlpha()
proc blendDarken(backdrop, source: ColorRGBA): ColorRGBA =
result.r = min(backdrop.r, source.r)
result.g = min(backdrop.g, source.g)
result.b = min(backdrop.b, source.b)
result = alphaFix(backdrop, source, result)
let
backdrop = backdrop.toPremultipliedAlpha()
source = source.toPremultipliedAlpha()
result = blendDarkenPremultiplied(backdrop, source)
result = result.toStraightAlpha()
proc blendMultiply(backdrop, source: ColorRGBA): ColorRGBA =
result.r = ((backdrop.r.uint32 * source.r) div 255).uint8
result.g = ((backdrop.g.uint32 * source.g) div 255).uint8
result.b = ((backdrop.b.uint32 * source.b) div 255).uint8
result = alphaFix(backdrop, source, result)
let
backdrop = backdrop.toPremultipliedAlpha()
source = source.toPremultipliedAlpha()
result = blendMultiplyPremultiplied(backdrop, source)
result = result.toStraightAlpha()
proc blendLinearBurn(backdrop, source: ColorRGBA): ColorRGBA =
result.r = min(0, backdrop.r.int16 + source.r.int16 - 255).uint8
result.g = min(0, backdrop.g.int16 + source.g.int16 - 255).uint8
result.b = min(0, backdrop.b.int16 + source.b.int16 - 255).uint8
result = alphaFix(backdrop, source, result)
let
backdrop = backdrop.toPremultipliedAlpha()
source = source.toPremultipliedAlpha()
result = blendLinearBurnPremultiplied(backdrop, source)
result = result.toStraightAlpha()
proc blendColorBurn(backdrop, source: ColorRGBA): ColorRGBA =
proc blend(backdrop, source: uint32): uint8 {.inline.} =
if backdrop == 255:
255.uint8
elif source == 0:
0
else:
255 - min(255, (255 * (255 - backdrop)) div source).uint8
result.r = blend(backdrop.r, source.r)
result.g = blend(backdrop.g, source.g)
result.b = blend(backdrop.b, source.b)
result = alphaFix(backdrop, source, result)
let
backdrop = backdrop.toPremultipliedAlpha()
source = source.toPremultipliedAlpha()
result = blendColorBurnPremultiplied(backdrop, source)
result = result.toStraightAlpha()
proc blendLighten(backdrop, source: ColorRGBA): ColorRGBA =
result.r = max(backdrop.r, source.r)
result.g = max(backdrop.g, source.g)
result.b = max(backdrop.b, source.b)
result = alphaFix(backdrop, source, result)
let
backdrop = backdrop.toPremultipliedAlpha()
source = source.toPremultipliedAlpha()
result = blendLightenPremultiplied(backdrop, source)
result = result.toStraightAlpha()
proc blendScreen(backdrop, source: ColorRGBA): ColorRGBA =
result.r = screen(backdrop.r, source.r)
result.g = screen(backdrop.g, source.g)
result.b = screen(backdrop.b, source.b)
result = alphaFix(backdrop, source, result)
let
backdrop = backdrop.toPremultipliedAlpha()
source = source.toPremultipliedAlpha()
result = blendScreenPremultiplied(backdrop, source)
result = result.toStraightAlpha()
proc blendLinearDodge(backdrop, source: ColorRGBA): ColorRGBA =
result.r = min(backdrop.r.uint32 + source.r, 255).uint8
result.g = min(backdrop.g.uint32 + source.g, 255).uint8
result.b = min(backdrop.b.uint32 + source.b, 255).uint8
result = alphaFix(backdrop, source, result)
let
backdrop = backdrop.toPremultipliedAlpha()
source = source.toPremultipliedAlpha()
result = blendLinearDodgePremultiplied(backdrop, source)
result = result.toStraightAlpha()
proc blendColorDodge(backdrop, source: ColorRGBA): ColorRGBA =
proc blend(backdrop, source: uint32): uint8 {.inline.} =
if backdrop == 0:
0.uint8
elif source == 255:
255
else:
min(255, (255 * backdrop) div (255 - source)).uint8
result.r = blend(backdrop.r, source.r)
result.g = blend(backdrop.g, source.g)
result.b = blend(backdrop.b, source.b)
result = alphaFix(backdrop, source, result)
let
backdrop = backdrop.toPremultipliedAlpha()
source = source.toPremultipliedAlpha()
result = blendColorDodgePremultiplied(backdrop, source)
result = result.toStraightAlpha()
proc blendOverlay(backdrop, source: ColorRGBA): ColorRGBA =
result.r = hardLight(source.r, backdrop.r)
result.g = hardLight(source.g, backdrop.g)
result.b = hardLight(source.b, backdrop.b)
result = alphaFix(backdrop, source, result)
let
backdrop = backdrop.toPremultipliedAlpha()
source = source.toPremultipliedAlpha()
result = blendOverlayPremultiplied(backdrop, source)
result = result.toStraightAlpha()
proc blendHardLight(backdrop, source: ColorRGBA): ColorRGBA =
result.r = hardLight(backdrop.r, source.r)
result.g = hardLight(backdrop.g, source.g)
result.b = hardLight(backdrop.b, source.b)
result = alphaFix(backdrop, source, result)
let
backdrop = backdrop.toPremultipliedAlpha()
source = source.toPremultipliedAlpha()
result = blendHardLightyPremultiplied(backdrop, source)
result = result.toStraightAlpha()
proc blendSoftLight(backdrop, source: ColorRGBA): ColorRGBA =
# proc softLight(backdrop, source: int32): uint8 {.inline.} =
@ -489,18 +579,18 @@ proc blendSoftLight(backdrop, source: ColorRGBA): ColorRGBA =
blendSoftLightFloats(backdrop.color, source.color).rgba
proc blendDifference(backdrop, source: ColorRGBA): ColorRGBA =
result.r = max(backdrop.r, source.r) - min(backdrop.r, source.r)
result.g = max(backdrop.g, source.g) - min(backdrop.g, source.g)
result.b = max(backdrop.b, source.b) - min(backdrop.b, source.b)
result = alphaFix(backdrop, source, result)
let
backdrop = backdrop.toPremultipliedAlpha()
source = source.toPremultipliedAlpha()
result = blendDifferencePremultiplied(backdrop, source)
result = result.toStraightAlpha()
proc blendExclusion(backdrop, source: ColorRGBA): ColorRGBA =
proc blend(backdrop, source: int32): uint8 {.inline.} =
max(0, backdrop + source - (2 * backdrop * source) div 255).uint8
result.r = blend(backdrop.r.int32, source.r.int32)
result.g = blend(backdrop.g.int32, source.g.int32)
result.b = blend(backdrop.b.int32, source.b.int32)
result = alphaFix(backdrop, source, result)
let
backdrop = backdrop.toPremultipliedAlpha()
source = source.toPremultipliedAlpha()
result = blendExclusionPremultiplied(backdrop, source)
result = result.toStraightAlpha()
proc blendColor(backdrop, source: ColorRGBA): ColorRGBA =
blendColorFloats(backdrop.color, source.color).rgba
@ -520,7 +610,7 @@ proc blendMask(backdrop, source: ColorRGBA): ColorRGBA =
proc blendSubtractMask(backdrop, source: ColorRGBA): ColorRGBA =
result = backdrop
result.a = max(0, (backdrop.a.int32 * (255 - source.a.int32)) div 255).uint8
result.a = max(0, (backdrop.a.uint32 * (255 - source.a.uint32)) div 255).uint8
proc blendIntersectMask(backdrop, source: ColorRGBA): ColorRGBA =
result = backdrop