Merge pull request #100 from guzba/master

blends work (but at the cost of tostraightalpha, blend, topremultipliedalpha)
This commit is contained in:
treeform 2021-02-10 20:10:48 -08:00 committed by GitHub
commit 274ab1592f
No known key found for this signature in database
GPG key ID: 4AEE18F83AFDEB23
2 changed files with 351 additions and 605 deletions

View file

@ -1,6 +1,9 @@
## Blending modes.
import chroma, math, common
when defined(amd64) and not defined(pixieNoSimd):
import nimsimd/sse2
# See https://www.w3.org/TR/compositing-1/
# See https://www.khronos.org/registry/OpenGL/extensions/KHR/KHR_blend_equation_advanced.txt
@ -37,9 +40,120 @@ type
when defined(release):
{.push checks: off.}
proc min(a, b: uint32): uint32 {.inline.} =
if a < b: a else: b
proc alphaFix(backdrop, source, mixed: ColorRGBA): ColorRGBA =
let
sa = source.a.uint32
ba = backdrop.a.uint32
t0 = sa * (255 - ba)
t1 = sa * ba
t2 = (255 - sa) * ba
let
r = t0 * source.r.uint32 + t1 * mixed.r.uint32 + t2 * backdrop.r.uint32
g = t0 * source.g.uint32 + t1 * mixed.g.uint32 + t2 * backdrop.g.uint32
b = t0 * source.b.uint32 + t1 * mixed.b.uint32 + t2 * backdrop.b.uint32
a = sa + ba * (255 - sa) div 255
if a == 0:
return
result.r = (r div a div 255).uint8
result.g = (g div a div 255).uint8
result.b = (b div a div 255).uint8
result.a = a.uint8
proc alphaFix(backdrop, source, mixed: Color): Color =
result.a = (source.a + backdrop.a * (1.0 - source.a))
if result.a == 0:
return
let
t0 = source.a * (1 - backdrop.a)
t1 = source.a * backdrop.a
t2 = (1 - source.a) * backdrop.a
result.r = t0 * source.r + t1 * mixed.r + t2 * backdrop.r
result.g = t0 * source.g + t1 * mixed.g + t2 * backdrop.g
result.b = t0 * source.b + t1 * mixed.b + t2 * backdrop.b
result.r /= result.a
result.g /= result.a
result.b /= result.a
proc blendAlpha*(backdrop, source: uint8): uint8 {.inline.} =
source + ((backdrop.uint32 * (255 - source)) div 255).uint8
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 softLight(backdrop, source: float32): float32 {.inline.} =
## Pegtop
(1 - 2 * source) * backdrop ^ 2 + 2 * source * backdrop
proc `+`(c: Color, v: float32): Color {.inline.} =
result.r = c.r + v
result.g = c.g + v
result.b = c.b + v
result.a = c.a + v
proc `+`(v: float32, c: Color): Color {.inline.} =
c + v
proc `*`(c: Color, v: float32): Color {.inline.} =
result.r = c.r * v
result.g = c.g * v
result.b = c.b * v
result.a = c.a * v
proc `/`(c: Color, v: float32): Color {.inline.} =
result.r = c.r / v
result.g = c.g / v
result.b = c.b / v
result.a = c.a / v
proc `-`(c: Color, v: float32): Color {.inline.} =
result.r = c.r - v
result.g = c.g - v
result.b = c.b - v
result.a = c.a - v
proc Lum(C: Color): float32 {.inline.} =
0.3 * C.r + 0.59 * C.g + 0.11 * C.b
proc ClipColor(C: var Color) {.inline.} =
let
L = Lum(C)
n = min([C.r, C.g, C.b])
x = max([C.r, C.g, C.b])
if n < 0:
C = L + (((C - L) * L) / (L - n))
if x > 1:
C = L + (((C - L) * (1 - L)) / (x - L))
proc SetLum(C: Color, l: float32): Color {.inline.} =
let d = l - Lum(C)
result.r = C.r + d
result.g = C.g + d
result.b = C.b + d
ClipColor(result)
proc Sat(C: Color): float32 {.inline.} =
max([C.r, C.g, C.b]) - min([C.r, C.g, C.b])
proc SetSat(C: Color, s: float32): Color {.inline.} =
let satC = Sat(C)
if satC > 0:
result = (C - min([C.r, C.g, C.b])) * s / satC
proc blendNormal(backdrop, source: ColorRGBA): ColorRGBA =
if backdrop.a == 0:
return source
@ -54,15 +168,235 @@ proc blendNormal(backdrop, source: ColorRGBA): ColorRGBA =
result.b = source.b + ((backdrop.b.uint32 * k) div 255).uint8
result.a = blendAlpha(backdrop.a, source.a)
proc blendDarken(backdrop, source: ColorRGBA): ColorRGBA =
let
backdrop = backdrop.toStraightAlpha()
source = source.toStraightAlpha()
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)
result = result.toPremultipliedAlpha()
proc blendMultiply(backdrop, source: ColorRGBA): ColorRGBA =
let
backdrop = backdrop.toStraightAlpha()
source = source.toStraightAlpha()
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)
result = result.toPremultipliedAlpha()
proc blendLinearBurn(backdrop, source: ColorRGBA): ColorRGBA =
let
backdrop = backdrop.toStraightAlpha()
source = source.toStraightAlpha()
result.r = min(0, backdrop.r.int32 + source.r.int32 - 255).uint8
result.g = min(0, backdrop.g.int32 + source.g.int32 - 255).uint8
result.b = min(0, backdrop.b.int32 + source.b.int32 - 255).uint8
result = alphaFix(backdrop, source, result)
result = result.toPremultipliedAlpha()
proc blendColorBurn(backdrop, source: ColorRGBA): ColorRGBA =
let
backdrop = backdrop.toStraightAlpha()
source = source.toStraightAlpha()
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)
result = result.toPremultipliedAlpha()
proc blendLighten(backdrop, source: ColorRGBA): ColorRGBA =
let
backdrop = backdrop.toStraightAlpha()
source = source.toStraightAlpha()
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)
result = result.toPremultipliedAlpha()
proc blendScreen(backdrop, source: ColorRGBA): ColorRGBA =
let
backdrop = backdrop.toStraightAlpha()
source = source.toStraightAlpha()
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)
result = result.toPremultipliedAlpha()
proc blendLinearDodge(backdrop, source: ColorRGBA): ColorRGBA =
let
backdrop = backdrop.toStraightAlpha()
source = source.toStraightAlpha()
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)
result = result.toPremultipliedAlpha()
proc blendColorDodge(backdrop, source: ColorRGBA): ColorRGBA =
let
backdrop = backdrop.toStraightAlpha()
source = source.toStraightAlpha()
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)
result = result.toPremultipliedAlpha()
proc blendOverlay(backdrop, source: ColorRGBA): ColorRGBA =
let
backdrop = backdrop.toStraightAlpha()
source = source.toStraightAlpha()
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)
result = result.toPremultipliedAlpha()
proc blendSoftLight(backdrop, source: ColorRGBA): ColorRGBA =
# proc softLight(backdrop, source: int32): uint8 {.inline.} =
# ## Pegtop
# (
# ((255 - 2 * source) * backdrop ^ 2) div 255 ^ 2 +
# (2 * source * backdrop) div 255
# ).uint8
let
backdrop = backdrop.toStraightAlpha()
source = source.toStraightAlpha()
when defined(amd64) and not defined(pixieNoSimd):
let
vb = mm_setr_ps(backdrop.r.float32, backdrop.g.float32, backdrop.b.float32, 0)
vs = mm_setr_ps(source.r.float32, source.g.float32, source.b.float32, 0)
v2 = mm_set1_ps(2)
v255 = mm_set1_ps(255)
v255sq = mm_set1_ps(255 * 255)
vm = ((v255 - v2 * vs) * vb * vb) / v255sq + (v2 * vs * vb) / v255
values = cast[array[4, uint32]](mm_cvtps_epi32(vm))
result.r = values[0].uint8
result.g = values[1].uint8
result.b = values[2].uint8
# proc alphaFix(backdrop, source, mixed: ColorRGBA): ColorRGBA {.inline.} =
# if backdrop.a == 0 and source.a == 0:
# return
# let
# vb = mm_setr_ps(backdrop.r.float32, backdrop.g.float32, backdrop.b.float32, 0)
# vs = mm_setr_ps(source.r.float32, source.g.float32, source.b.float32, 0)
# vm = mm_setr_ps(mixed.r.float32, mixed.g.float32, mixed.b.float32, 0)
# alphaFix(backdrop, source, vb, vs, vm)
let
sa = source.a.float32
ba = backdrop.a.float32
a = sa + ba * (255 - sa) / 255
if a == 0:
return
let
t0 = mm_set1_ps(sa * (255 - ba))
t1 = mm_set1_ps(sa * ba)
t2 = mm_set1_ps((255 - sa) * ba)
va = mm_set1_ps(a)
final = cast[array[4, uint32]](
mm_cvtps_epi32((t0 * vs + t1 * vm + t2 * vb) / va / v255)
)
result.r = final[0].uint8
result.g = final[1].uint8
result.b = final[2].uint8
result.a = a.uint8
else:
let
b = backdrop.color
s = source.color
var blended: Color
blended.r = softLight(b.r, s.r)
blended.g = softLight(b.g, s.g)
blended.b = softLight(b.b, s.b)
blended = alphaFix(b, s, blended)
result = blended.rgba
result = result.toPremultipliedAlpha()
proc blendHardLight(backdrop, source: ColorRGBA): ColorRGBA =
let
backdrop = backdrop.toStraightAlpha()
source = source.toStraightAlpha()
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)
result = result.toPremultipliedAlpha()
proc blendDifference(backdrop, source: ColorRGBA): ColorRGBA =
let
backdrop = backdrop.toStraightAlpha()
source = source.toStraightAlpha()
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)
result = result.toPremultipliedAlpha()
proc blendExclusion(backdrop, source: ColorRGBA): ColorRGBA =
proc blend(backdrop, source: uint32): uint8 {.inline.} =
let v = (backdrop + source).int32 - ((2 * backdrop * source) div 255).int32
(cast[uint32](v) and uint8.high.uint32).uint8
max(0, v).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)
proc blendColor(backdrop, source: ColorRGBA): ColorRGBA =
let
backdrop = backdrop.toStraightAlpha().color
source = source.toStraightAlpha().color
blended = SetLum(source, Lum(backdrop))
result = alphaFix(backdrop, source, blended).rgba.toPremultipliedAlpha()
proc blendLuminosity(backdrop, source: ColorRGBA): ColorRGBA =
let
backdrop = backdrop.toStraightAlpha().color
source = source.toStraightAlpha().color
blended = SetLum(backdrop, Lum(source))
result = alphaFix(backdrop, source, blended).rgba.toPremultipliedAlpha()
proc blendHue(backdrop, source: ColorRGBA): ColorRGBA =
let
backdrop = backdrop.toStraightAlpha().color
source = source.toStraightAlpha().color
blended = SetLum(SetSat(source, Sat(backdrop)), Lum(backdrop))
result = alphaFix(backdrop, source, blended).rgba.toPremultipliedAlpha()
proc blendSaturation(backdrop, source: ColorRGBA): ColorRGBA =
let
backdrop = backdrop.toStraightAlpha().color
source = source.toStraightAlpha().color
blended = SetLum(SetSat(backdrop, Sat(source)), Lum(backdrop))
result = alphaFix(backdrop, source, blended).rgba.toPremultipliedAlpha()
proc blendMask(backdrop, source: ColorRGBA): ColorRGBA =
let k = source.a.uint32
result.r = ((backdrop.r * k) div 255).uint8
@ -97,31 +431,31 @@ proc blendWhite(backdrop, source: ColorRGBA): ColorRGBA =
proc blender*(blendMode: BlendMode): Blender =
case blendMode:
of bmNormal: blendNormal
# of bmDarken: blendDarken
# of bmMultiply: blendMultiply
of bmDarken: blendDarken
of bmMultiply: blendMultiply
# of bmLinearBurn: blendLinearBurn
# of bmColorBurn: blendColorBurn
# of bmLighten: blendLighten
# of bmScreen: blendScreen
of bmColorBurn: blendColorBurn
of bmLighten: blendLighten
of bmScreen: blendScreen
# of bmLinearDodge: blendLinearDodge
# of bmColorDodge: blendColorDodge
# of bmOverlay: blendOverlay
# of bmSoftLight: blendSoftLight
# of bmHardLight: blendHardLight
# of bmDifference: blendDifference
of bmColorDodge: blendColorDodge
of bmOverlay: blendOverlay
of bmSoftLight: blendSoftLight
of bmHardLight: blendHardLight
of bmDifference: blendDifference
of bmExclusion: blendExclusion
# of bmHue: blendHue
# of bmSaturation: blendSaturation
# of bmColor: blendColor
# of bmLuminosity: blendLuminosity
of bmHue: blendHue
of bmSaturation: blendSaturation
of bmColor: blendColor
of bmLuminosity: blendLuminosity
of bmMask: blendMask
of bmOverwrite: blendOverwrite
of bmSubtractMask: blendSubtractMask
of bmIntersectMask: blendIntersectMask
of bmExcludeMask: blendExcludeMask
else:
# blendWhite
blendNormal
blendWhite
# blendNormal
# raise newException(PixieError, "No blender for " & $blendMode)
proc maskMask(backdrop, source: uint8): uint8 =
@ -195,415 +529,3 @@ when defined(amd64) and not defined(pixieNoSimd):
when defined(release):
{.pop.}
proc `+`*(a, b: Color): Color {.inline.} =
result.r = a.r + b.r
result.g = a.g + b.g
result.b = a.b + b.b
result.a = a.a + b.a
proc `+`*(c: Color, v: float32): Color {.inline.} =
result.r = c.r + v
result.g = c.g + v
result.b = c.b + v
result.a = c.a + v
proc `+`*(v: float32, c: Color): Color {.inline.} =
c + v
proc `*`*(c: Color, v: float32): Color {.inline.} =
result.r = c.r * v
result.g = c.g * v
result.b = c.b * v
result.a = c.a * v
proc `*`*(v: float32, target: Color): Color {.inline.} =
target * v
proc `/`*(c: Color, v: float32): Color {.inline.} =
result.r = c.r / v
result.g = c.g / v
result.b = c.b / v
result.a = c.a / v
proc `-`*(c: Color, v: float32): Color {.inline.} =
result.r = c.r - v
result.g = c.g - v
result.b = c.b - v
result.a = c.a - v
proc screen(backdrop, source: float32): float32 {.inline.} =
1 - (1 - backdrop) * (1 - source)
proc hardLight(backdrop, source: float32): float32 {.inline.} =
if source <= 0.5:
backdrop * 2 * source
else:
screen(backdrop, 2 * source - 1)
proc softLight(backdrop, source: float32): float32 {.inline.} =
## Pegtop
(1 - 2 * source) * backdrop ^ 2 + 2 * source * backdrop
proc Lum(C: Color): float32 {.inline.} =
0.3 * C.r + 0.59 * C.g + 0.11 * C.b
proc ClipColor(C: var Color) {.inline.} =
let
L = Lum(C)
n = min([C.r, C.g, C.b])
x = max([C.r, C.g, C.b])
if n < 0:
C = L + (((C - L) * L) / (L - n))
if x > 1:
C = L + (((C - L) * (1 - L)) / (x - L))
proc SetLum(C: Color, l: float32): Color {.inline.} =
let d = l - Lum(C)
result.r = C.r + d
result.g = C.g + d
result.b = C.b + d
ClipColor(result)
proc Sat(C: Color): float32 {.inline.} =
max([C.r, C.g, C.b]) - min([C.r, C.g, C.b])
proc SetSat(C: Color, s: float32): Color {.inline.} =
let satC = Sat(C)
if satC > 0:
result = (C - min([C.r, C.g, C.b])) * s / satC
proc alphaFix(backdrop, source, mixed: Color): Color =
result.a = (source.a + backdrop.a * (1.0 - source.a))
if result.a == 0:
return
let
t0 = source.a * (1 - backdrop.a)
t1 = source.a * backdrop.a
t2 = (1 - source.a) * backdrop.a
result.r = t0 * source.r + t1 * mixed.r + t2 * backdrop.r
result.g = t0 * source.g + t1 * mixed.g + t2 * backdrop.g
result.b = t0 * source.b + t1 * mixed.b + t2 * backdrop.b
result.r /= result.a
result.g /= result.a
result.b /= result.a
proc blendNormalFloats*(backdrop, source: Color): Color {.inline.} =
result = source
result = alphaFix(backdrop, source, result)
proc blendDarkenFloats*(backdrop, source: Color): Color {.inline.} =
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)
proc blendMultiplyFloats*(backdrop, source: Color): Color {.inline.} =
result.r = backdrop.r * source.r
result.g = backdrop.g * source.g
result.b = backdrop.b * source.b
result = alphaFix(backdrop, source, result)
proc blendLinearBurnFloats*(backdrop, source: Color): Color {.inline.} =
result.r = backdrop.r + source.r - 1
result.g = backdrop.g + source.g - 1
result.b = backdrop.b + source.b - 1
result = alphaFix(backdrop, source, result)
proc blendColorBurnFloats*(backdrop, source: Color): Color {.inline.} =
proc blend(backdrop, source: float32): float32 {.inline.} =
if backdrop == 1:
1.0
elif source == 0:
0.0
else:
1.0 - min(1, (1 - backdrop) / source)
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)
proc blendLightenFloats*(backdrop, source: Color): Color {.inline.} =
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)
proc blendScreenFloats*(backdrop, source: Color): Color {.inline.} =
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)
proc blendLinearDodgeFloats*(backdrop, source: Color): Color {.inline.} =
result.r = backdrop.r + source.r
result.g = backdrop.g + source.g
result.b = backdrop.b + source.b
result = alphaFix(backdrop, source, result)
proc blendColorDodgeFloats*(backdrop, source: Color): Color {.inline.} =
proc blend(backdrop, source: float32): float32 {.inline.} =
if backdrop == 0:
0.0
elif source == 1:
1.0
else:
min(1, backdrop / (1 - source))
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)
proc blendOverlayFloats*(backdrop, source: Color): Color {.inline.} =
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)
proc blendHardLightFloats*(backdrop, source: Color): Color {.inline.} =
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)
proc blendSoftLightFloats*(backdrop, source: Color): Color {.inline.} =
result.r = softLight(backdrop.r, source.r)
result.g = softLight(backdrop.g, source.g)
result.b = softLight(backdrop.b, source.b)
result = alphaFix(backdrop, source, result)
proc blendDifferenceFloats*(backdrop, source: Color): Color {.inline.} =
result.r = abs(backdrop.r - source.r)
result.g = abs(backdrop.g - source.g)
result.b = abs(backdrop.b - source.b)
result = alphaFix(backdrop, source, result)
proc blendExclusionFloats*(backdrop, source: Color): Color {.inline.} =
proc blend(backdrop, source: float32): float32 {.inline.} =
backdrop + source - 2 * backdrop * source
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)
proc blendColorFloats*(backdrop, source: Color): Color {.inline.} =
result = SetLum(source, Lum(backdrop))
result = alphaFix(backdrop, source, result)
proc blendLuminosityFloats*(backdrop, source: Color): Color {.inline.} =
result = SetLum(backdrop, Lum(source))
result = alphaFix(backdrop, source, result)
proc blendHueFloats*(backdrop, source: Color): Color {.inline.} =
result = SetLum(SetSat(source, Sat(backdrop)), Lum(backdrop))
result = alphaFix(backdrop, source, result)
proc blendSaturationFloats*(backdrop, source: Color): Color {.inline.} =
result = SetLum(SetSat(backdrop, Sat(source)), Lum(backdrop))
result = alphaFix(backdrop, source, result)
proc blendMaskFloats*(backdrop, source: Color): Color {.inline.} =
result = backdrop
result.a = min(backdrop.a, source.a)
proc blendSubtractMaskFloats*(backdrop, source: Color): Color {.inline.} =
result = backdrop
result.a = backdrop.a * (1 - source.a)
proc blendIntersectMaskFloats*(backdrop, source: Color): Color {.inline.} =
result = backdrop
result.a = backdrop.a * source.a
proc blendExcludeMaskFloats*(backdrop, source: Color): Color {.inline.} =
result = backdrop
result.a = abs(backdrop.a - source.a)
proc blendOverwriteFloats*(backdrop, source: Color): Color {.inline.} =
source
when defined(amd64) and not defined(pixieNoSimd):
proc alphaFix(backdrop, source: ColorRGBA, vb, vs, vm: M128): ColorRGBA =
let
sa = source.a.float32
ba = backdrop.a.float32
a = sa + ba * (255 - sa) / 255
if a == 0:
return
let
t0 = mm_set1_ps(sa * (255 - ba))
t1 = mm_set1_ps(sa * ba)
t2 = mm_set1_ps((255 - sa) * ba)
va = mm_set1_ps(a)
v255 = mm_set1_ps(255)
values = cast[array[4, uint32]](
mm_cvtps_epi32((t0 * vs + t1 * vm + t2 * vb) / va / v255)
)
result.r = values[0].uint8
result.g = values[1].uint8
result.b = values[2].uint8
result.a = a.uint8
proc alphaFix(backdrop, source, mixed: ColorRGBA): ColorRGBA {.inline.} =
if backdrop.a == 0 and source.a == 0:
return
let
vb = mm_setr_ps(backdrop.r.float32, backdrop.g.float32, backdrop.b.float32, 0)
vs = mm_setr_ps(source.r.float32, source.g.float32, source.b.float32, 0)
vm = mm_setr_ps(mixed.r.float32, mixed.g.float32, mixed.b.float32, 0)
alphaFix(backdrop, source, vb, vs, vm)
else:
proc alphaFix(backdrop, source, mixed: ColorRGBA): ColorRGBA {.inline.} =
let
sa = source.a.uint32
ba = backdrop.a.uint32
t0 = sa * (255 - ba)
t1 = sa * ba
t2 = (255 - sa) * ba
let
r = t0 * source.r.uint32 + t1 * mixed.r.uint32 + t2 * backdrop.r.uint32
g = t0 * source.g.uint32 + t1 * mixed.g.uint32 + t2 * backdrop.g.uint32
b = t0 * source.b.uint32 + t1 * mixed.b.uint32 + t2 * backdrop.b.uint32
a = sa + ba * (255 - sa) div 255
if a == 0:
return
result.r = (r div a div 255).uint8
result.g = (g div a div 255).uint8
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 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)
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)
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)
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)
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)
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)
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)
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)
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)
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)
proc blendSoftLight(backdrop, source: ColorRGBA): ColorRGBA =
# proc softLight(backdrop, source: int32): uint8 {.inline.} =
# ## Pegtop
# (
# ((255 - 2 * source) * backdrop ^ 2) div 255 ^ 2 +
# (2 * source * backdrop) div 255
# ).uint8
when defined(amd64) and not defined(pixieNoSimd):
let
vb = mm_setr_ps(backdrop.r.float32, backdrop.g.float32, backdrop.b.float32, 0)
vs = mm_setr_ps(source.r.float32, source.g.float32, source.b.float32, 0)
v2 = mm_set1_ps(2)
v255 = mm_set1_ps(255)
v255sq = mm_set1_ps(255 * 255)
vm = ((v255 - v2 * vs) * vb * vb) / v255sq + (v2 * vs * vb) / v255
values = cast[array[4, uint32]](mm_cvtps_epi32(vm))
result.r = values[0].uint8
result.g = values[1].uint8
result.b = values[2].uint8
result = alphaFix(backdrop, source, vb, vs, vm)
else:
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)
proc blendColor(backdrop, source: ColorRGBA): ColorRGBA =
blendColorFloats(backdrop.color, source.color).rgba
proc blendLuminosity(backdrop, source: ColorRGBA): ColorRGBA =
blendLuminosityFloats(backdrop.color, source.color).rgba
proc blendHue(backdrop, source: ColorRGBA): ColorRGBA =
blendHueFloats(backdrop.color, source.color).rgba
proc blendSaturation(backdrop, source: ColorRGBA): ColorRGBA =
blendSaturationFloats(backdrop.color, source.color).rgba

View file

@ -153,179 +153,3 @@ when defined(amd64) and not defined(pixieNoSimd):
b = mm_loadu_si128(backdrop.data[i].addr)
s = mm_loadu_si128(source.data[i].addr)
mm_storeu_si128(backdrop.data[i].addr, blendNormalSimd(b, s))
reset()
timeIt "blendDarkenFloats":
for i in 0 ..< backdrop.data.len:
backdrop.data[i] = blendDarkenFloats(
backdrop.data[i].color, source.data[i].color
).rgba
reset()
timeIt "blendNormalFloats":
for i in 0 ..< backdrop.data.len:
backdrop.data[i] = blendNormalFloats(
backdrop.data[i].color, source.data[i].color
).rgba
reset()
timeIt "blendMultiplyFloats":
for i in 0 ..< backdrop.data.len:
backdrop.data[i] = blendMultiplyFloats(
backdrop.data[i].color, source.data[i].color
).rgba
reset()
timeIt "blendLinearBurnFloats":
for i in 0 ..< backdrop.data.len:
backdrop.data[i] = blendLinearBurnFloats(
backdrop.data[i].color, source.data[i].color
).rgba
reset()
timeIt "blendColorBurnFloats":
for i in 0 ..< backdrop.data.len:
backdrop.data[i] = blendColorBurnFloats(
backdrop.data[i].color, source.data[i].color
).rgba
reset()
timeIt "blendLightenFloats":
for i in 0 ..< backdrop.data.len:
backdrop.data[i] = blendLightenFloats(
backdrop.data[i].color, source.data[i].color
).rgba
reset()
timeIt "blendScreenFloats":
for i in 0 ..< backdrop.data.len:
backdrop.data[i] = blendScreenFloats(
backdrop.data[i].color, source.data[i].color
).rgba
reset()
timeIt "blendLinearDodgeFloats":
for i in 0 ..< backdrop.data.len:
backdrop.data[i] = blendLinearDodgeFloats(
backdrop.data[i].color, source.data[i].color
).rgba
reset()
timeIt "blendColorDodgeFloats":
for i in 0 ..< backdrop.data.len:
backdrop.data[i] = blendColorDodgeFloats(
backdrop.data[i].color, source.data[i].color
).rgba
reset()
timeIt "blendOverlayFloats":
for i in 0 ..< backdrop.data.len:
backdrop.data[i] = blendOverlayFloats(
backdrop.data[i].color, source.data[i].color
).rgba
reset()
timeIt "blendSoftLightFloats":
for i in 0 ..< backdrop.data.len:
backdrop.data[i] = blendSoftLightFloats(
backdrop.data[i].color, source.data[i].color
).rgba
reset()
timeIt "blendHardLightFloats":
for i in 0 ..< backdrop.data.len:
backdrop.data[i] = blendHardLightFloats(
backdrop.data[i].color, source.data[i].color
).rgba
reset()
timeIt "blendDifferenceFloats":
for i in 0 ..< backdrop.data.len:
backdrop.data[i] = blendDifferenceFloats(
backdrop.data[i].color, source.data[i].color
).rgba
reset()
timeIt "blendExclusionFloats":
for i in 0 ..< backdrop.data.len:
backdrop.data[i] = blendExclusionFloats(
backdrop.data[i].color, source.data[i].color
).rgba
reset()
timeIt "blendHueFloats":
for i in 0 ..< backdrop.data.len:
backdrop.data[i] = blendHueFloats(
backdrop.data[i].color, source.data[i].color
).rgba
reset()
timeIt "blendSaturationFloats":
for i in 0 ..< backdrop.data.len:
backdrop.data[i] = blendSaturationFloats(
backdrop.data[i].color, source.data[i].color
).rgba
reset()
timeIt "blendColorFloats":
for i in 0 ..< backdrop.data.len:
backdrop.data[i] = blendColorFloats(
backdrop.data[i].color, source.data[i].color
).rgba
reset()
timeIt "blendLuminosityFloats":
for i in 0 ..< backdrop.data.len:
backdrop.data[i] = blendLuminosityFloats(
backdrop.data[i].color, source.data[i].color
).rgba
reset()
timeIt "blendMaskFloats":
for i in 0 ..< backdrop.data.len:
backdrop.data[i] = blendMaskFloats(
backdrop.data[i].color, source.data[i].color
).rgba
reset()
timeIt "blendSubtractMaskFloats":
for i in 0 ..< backdrop.data.len:
backdrop.data[i] = blendSubtractMaskFloats(
backdrop.data[i].color, source.data[i].color
).rgba
reset()
timeIt "blendIntersectMaskFloats":
for i in 0 ..< backdrop.data.len:
backdrop.data[i] = blendIntersectMaskFloats(
backdrop.data[i].color, source.data[i].color
).rgba
reset()
timeIt "blendExcludeMaskFloats":
for i in 0 ..< backdrop.data.len:
backdrop.data[i] = blendExcludeMaskFloats(
backdrop.data[i].color, source.data[i].color
).rgba