Merge pull request #28 from guzba/master

more blends as just rgba
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treeform 2020-12-08 23:07:08 -08:00 committed by GitHub
commit 0986557a90
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@ -312,6 +312,15 @@ proc alphaFix(Cb, Cs, mixed: ColorRGBA): ColorRGBA {.inline.} =
result.b = (b div a div 255).uint8
result.a = a.uint8
proc screen(a, b: uint8): uint8 {.inline.} =
(255 - ((255 - a).uint32 * (255 - b).uint32) div 255).uint8
proc hardLight(a, b: uint8): uint8 {.inline.} =
if b <= 127:
((a * 2 * b) div 255).uint8
else:
screen(a, max(0, (2 * b.int32 - 255)).uint8)
proc blendNormal(a, b: ColorRGBA): ColorRGBA =
result.r = b.r
result.g = b.g
@ -319,43 +328,75 @@ proc blendNormal(a, b: ColorRGBA): ColorRGBA =
result = alphaFix(a, b, result)
proc blendDarken(a, b: ColorRGBA): ColorRGBA =
blendDarkenFloats(a.color, b.color).rgba
result.r = min(a.r, b.r)
result.g = min(a.g, b.g)
result.b = min(a.b, b.b)
result = alphaFix(a, b, result)
proc blendMultiply(a, b: ColorRGBA): ColorRGBA =
blendMultiplyFloats(a.color, b.color).rgba
result.r = ((a.r.uint32 * b.r.uint32) div 255).uint8
result.g = ((a.g.uint32 * b.g.uint32) div 255).uint8
result.b = ((a.b.uint32 * b.b.uint32) div 255).uint8
result = alphaFix(a, b, result)
proc blendLinearBurn(a, b: ColorRGBA): ColorRGBA =
blendLinearBurnFloats(a.color, b.color).rgba
result.r = max(0, a.r.int32 + b.r.int32 - 255).uint8
result.g = max(0, a.g.int32 + b.g.int32 - 255).uint8
result.b = max(0, a.b.int32 + b.b.int32 - 255).uint8
result = alphaFix(a, b, result)
proc blendColorBurn(a, b: ColorRGBA): ColorRGBA =
blendColorBurnFloats(a.color, b.color).rgba
proc blendLighten(a, b: ColorRGBA): ColorRGBA =
blendLightenFloats(a.color, b.color).rgba
result.r = max(a.r, b.r)
result.g = max(a.g, b.g)
result.b = max(a.b, b.b)
result = alphaFix(a, b, result)
proc blendScreen(a, b: ColorRGBA): ColorRGBA =
blendScreenFloats(a.color, b.color).rgba
result.r = screen(a.r, b.r)
result.g = screen(a.g, b.g)
result.b = screen(a.b, b.b)
result = alphaFix(a, b, result)
proc blendLinearDodge(a, b: ColorRGBA): ColorRGBA =
blendLinearDodgeFloats(a.color, b.color).rgba
result.r = (a.r.uint32 + b.r).uint8
result.r = (a.g.uint32 + b.g).uint8
result.r = (a.b.uint32 + b.b).uint8
result = alphaFix(a, b, result)
proc blendColorDodge(a, b: ColorRGBA): ColorRGBA =
blendColorDodgeFloats(a.color, b.color).rgba
proc blendOverlay(a, b: ColorRGBA): ColorRGBA =
blendOverlayFloats(a.color, b.color).rgba
result.r = hardLight(b.r, a.r)
result.g = hardLight(b.g, a.g)
result.b = hardLight(b.b, a.b)
result = alphaFix(a, b, result)
proc blendHardLight(a, b: ColorRGBA): ColorRGBA =
blendHardLightFloats(a.color, b.color).rgba
result.r = hardLight(a.r, b.r)
result.g = hardLight(a.g, b.g)
result.b = hardLight(a.b, b.b)
result = alphaFix(a, b, result)
proc blendSoftLight(a, b: ColorRGBA): ColorRGBA =
blendSoftLightFloats(a.color, b.color).rgba
proc blendDifference(a, b: ColorRGBA): ColorRGBA =
blendDifferenceFloats(a.color, b.color).rgba
result.r = max(a.r, b.r) - min(a.r, b.r)
result.g = max(a.g, b.g) - min(a.g, b.g)
result.b = max(a.b, b.b) - min(a.b, b.b)
result = alphaFix(a, b, result)
proc blendExclusion(a, b: ColorRGBA): ColorRGBA =
blendExclusionFloats(a.color, b.color).rgba
template blend(a, b: int32): uint8 =
max(0, a + b - (2 * a * b) div 255).uint8
result.r = blend(a.r.int32, b.r.int32)
result.g = blend(a.g.int32, b.g.int32)
result.b = blend(a.b.int32, b.b.int32)
result = alphaFix(a, b, result)
proc blendColor(a, b: ColorRGBA): ColorRGBA =
blendColorFloats(a.color, b.color).rgba
@ -370,22 +411,23 @@ proc blendSaturation(a, b: ColorRGBA): ColorRGBA =
blendSaturationFloats(a.color, b.color).rgba
proc blendMask(a, b: ColorRGBA): ColorRGBA =
result.r = a.r
result.g = a.g
result.b = a.b
result = a
result.a = min(a.a, b.a)
proc blendSubtractMask(a, b: ColorRGBA): ColorRGBA =
blendSubtractMaskFloats(a.color, b.color).rgba
result = a
result.a = max(0, (a.a.int32 * (255 - b.a.int32)) div 255).uint8
proc blendIntersectMask(a, b: ColorRGBA): ColorRGBA =
blendIntersectMaskFloats(a.color, b.color).rgba
result = a
result.a = ((a.a.uint32 * (b.a.uint32)) div 255).uint8
proc blendExcludeMask(a, b: ColorRGBA): ColorRGBA =
blendExcludeMaskFloats(a.color, b.color).rgba
result = a
result.a = max(a.a, b.a) - min(a.a, b.a)
proc blendOverwrite(a, b: ColorRGBA): ColorRGBA =
blendOverwriteFloats(a.color, b.color).rgba
b
proc mixer*(blendMode: BlendMode): Mixer =
case blendMode