commit
6bb389c071
2 changed files with 317 additions and 426 deletions
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@ -39,40 +39,6 @@ type
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when defined(release):
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{.push checks: off.}
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proc min(a, b: uint32): uint32 {.inline.} =
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if a < b: a else: b
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proc max(a, b: uint32): uint32 {.inline.} =
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if a > b: a else: b
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proc screenPremultiplied(backdrop, source: uint32): uint8 {.inline.} =
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(255 - ((255 - backdrop) * (255 - source)) div 255).uint8
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proc hardLightPremultiplied(backdrop, source: uint32): uint8 {.inline.} =
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if source <= 127:
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((backdrop * 2 * source) div 255).uint8
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else:
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screenPremultiplied(backdrop, 2 * source - 255)
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proc blendAlpha(backdrop, source: uint8): uint8 {.inline.} =
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source + ((backdrop.uint32 * (255 - source)) div 255).uint8
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proc tripleBlend(result: var ColorRGBA, backdrop, source: ColorRGBA) =
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result.a = blendAlpha(backdrop.a, source.a)
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if result.a == 0:
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result = rgba(0, 0, 0, 0)
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else:
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let
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t0 = (255 - backdrop.a.uint32) * source.a.uint32
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t1 = (255 - source.a.uint32) * backdrop.a.uint32
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t2 = 255.uint32 * 255
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r = t0 * source.r + t1 * backdrop.r + t2 * result.r
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g = t0 * source.g + t1 * backdrop.g + t2 * result.g
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b = t0 * source.b + t1 * backdrop.b + t2 * result.b
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result.r = (r div 255 div result.a).uint8
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result.g = (g div 255 div result.a).uint8
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result.b = (b div 255 div result.a).uint8
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proc blendNormalPremultiplied*(backdrop, source: ColorRGBA): ColorRGBA {.inline.} =
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if backdrop.a == 0:
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return source
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@ -85,95 +51,7 @@ proc blendNormalPremultiplied*(backdrop, source: ColorRGBA): ColorRGBA {.inline.
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result.r = source.r + ((backdrop.r.uint32 * k) div 255).uint8
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result.g = source.g + ((backdrop.g.uint32 * k) div 255).uint8
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result.b = source.b + ((backdrop.b.uint32 * k) div 255).uint8
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result.a = blendAlpha(backdrop.a, source.a)
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proc blendDarkenPremultiplied(backdrop, source: ColorRGBA): ColorRGBA =
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result.r = min(backdrop.r, source.r)
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result.g = min(backdrop.g, source.g)
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result.b = min(backdrop.b, source.b)
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result.tripleBlend(backdrop, source)
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proc blendMultiplyPremultiplied(backdrop, source: ColorRGBA): ColorRGBA =
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result.r = ((backdrop.r.uint32 * source.r) div 255).uint8
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result.g = ((backdrop.g.uint32 * source.g) div 255).uint8
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result.b = ((backdrop.b.uint32 * source.b) div 255).uint8
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result.tripleBlend(backdrop, source)
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proc blendLinearBurnPremultiplied(backdrop, source: ColorRGBA): ColorRGBA =
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result.r = min(0, backdrop.r.uint32 + source.r.uint32 - 255).uint8
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result.g = min(0, backdrop.g.uint32 + source.g.uint32 - 255).uint8
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result.b = min(0, backdrop.b.uint32 + source.b.uint32 - 255).uint8
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result.a = blendAlpha(backdrop.a, source.a)
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proc blendLightenPremultiplied(backdrop, source: ColorRGBA): ColorRGBA =
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result.r = max(backdrop.r, source.r)
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result.g = max(backdrop.g, source.g)
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result.b = max(backdrop.b, source.b)
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result.a = blendAlpha(backdrop.a, source.a)
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proc blendColorBurnPremultiplied(backdrop, source: ColorRGBA): ColorRGBA =
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proc blend(backdrop, source: uint32): uint8 {.inline.} =
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if backdrop == 255:
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255.uint8
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elif source == 0:
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0
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else:
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255 - min(255, (255 * (255 - backdrop)) div source).uint8
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result.r = blend(backdrop.r, source.r)
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result.g = blend(backdrop.g, source.g)
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result.b = blend(backdrop.b, source.b)
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result.tripleBlend(backdrop, source)
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proc blendScreenPremultiplied(backdrop, source: ColorRGBA): ColorRGBA =
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result.r = screenPremultiplied(backdrop.r, source.r)
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result.g = screenPremultiplied(backdrop.g, source.g)
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result.b = screenPremultiplied(backdrop.b, source.b)
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result.a = blendAlpha(backdrop.a, source.a)
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proc blendLinearDodgePremultiplied(backdrop, source: ColorRGBA): ColorRGBA =
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result.r = min(backdrop.r.uint32 + source.r, 255).uint8
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result.g = min(backdrop.g.uint32 + source.g, 255).uint8
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result.b = min(backdrop.b.uint32 + source.b, 255).uint8
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result.a = blendAlpha(backdrop.a, source.a)
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proc blendColorDodgePremultiplied(backdrop, source: ColorRGBA): ColorRGBA =
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proc blend(backdrop, source: uint32): uint8 {.inline.} =
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if backdrop == 0:
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0.uint8
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elif source == 255:
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255
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else:
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min(255, (255 * backdrop) div (255 - source)).uint8
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result.r = blend(backdrop.r, source.r)
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result.g = blend(backdrop.g, source.g)
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result.b = blend(backdrop.b, source.b)
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result.a = blendAlpha(backdrop.a, source.a)
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proc blendOverlayPremultiplied(backdrop, source: ColorRGBA): ColorRGBA =
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result.r = hardLightPremultiplied(source.r, backdrop.r)
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result.g = hardLightPremultiplied(source.g, backdrop.g)
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result.b = hardLightPremultiplied(source.b, backdrop.b)
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result.a = blendAlpha(backdrop.a, source.a)
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proc blendHardLightyPremultiplied(backdrop, source: ColorRGBA): ColorRGBA =
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result.r = hardLightPremultiplied(backdrop.r, source.r)
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result.g = hardLightPremultiplied(backdrop.g, source.g)
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result.b = hardLightPremultiplied(backdrop.b, source.b)
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result.a = blendAlpha(backdrop.a, source.a)
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proc blendDifferencePremultiplied(backdrop, source: ColorRGBA): ColorRGBA =
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result.r = max(backdrop.r, source.r) - min(backdrop.r, source.r)
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result.g = max(backdrop.g, source.g) - min(backdrop.g, source.g)
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result.b = max(backdrop.b, source.b) - min(backdrop.b, source.b)
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result.a = blendAlpha(backdrop.a, source.a)
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proc blendExclusionPremultiplied(backdrop, source: ColorRGBA): ColorRGBA =
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proc blend(backdrop, source: uint32): uint8 {.inline.} =
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max(0, backdrop + source - (2 * backdrop * source) div 255).uint8
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result.r = blend(backdrop.r.uint32, source.r.uint32)
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result.g = blend(backdrop.g.uint32, source.g.uint32)
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result.b = blend(backdrop.b.uint32, source.b.uint32)
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result.a = blendAlpha(backdrop.a, source.a)
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result.a = source.a + ((backdrop.a.uint32 * k) div 255).uint8
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when defined(amd64) and not defined(pixieNoSimd):
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proc blendNormalPremultiplied*(backdrop, source: M128i): M128i {.inline.} =
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@ -246,14 +124,14 @@ proc `-`*(c: Color, v: float32): Color {.inline.} =
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result.b = c.b - v
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result.a = c.a - v
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# proc screen(backdrop, source: float32): float32 {.inline.} =
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# 1 - (1 - backdrop) * (1 - source)
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proc screen(backdrop, source: float32): float32 {.inline.} =
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1 - (1 - backdrop) * (1 - source)
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# proc hardLight(backdrop, source: float32): float32 {.inline.} =
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# if source <= 0.5:
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# backdrop * 2 * source
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# else:
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# screen(backdrop, 2 * source - 1)
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proc hardLight(backdrop, source: float32): float32 {.inline.} =
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if source <= 0.5:
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backdrop * 2 * source
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else:
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screen(backdrop, 2 * source - 1)
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proc softLight(backdrop, source: float32): float32 {.inline.} =
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## Pegtop
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@ -305,83 +183,83 @@ proc alphaFix(backdrop, source, mixed: Color): Color =
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result.g /= result.a
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result.b /= result.a
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# proc blendNormalFloats*(backdrop, source: Color): Color {.inline.} =
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# result = source
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# result = alphaFix(backdrop, source, result)
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proc blendNormalFloats*(backdrop, source: Color): Color {.inline.} =
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result = source
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result = alphaFix(backdrop, source, result)
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# proc blendDarkenFloats*(backdrop, source: Color): Color {.inline.} =
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# result.r = min(backdrop.r, source.r)
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# result.g = min(backdrop.g, source.g)
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# result.b = min(backdrop.b, source.b)
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# result = alphaFix(backdrop, source, result)
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proc blendDarkenFloats*(backdrop, source: Color): Color {.inline.} =
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result.r = min(backdrop.r, source.r)
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result.g = min(backdrop.g, source.g)
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result.b = min(backdrop.b, source.b)
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result = alphaFix(backdrop, source, result)
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# proc blendMultiplyFloats*(backdrop, source: Color): Color {.inline.} =
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# result.r = backdrop.r * source.r
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# result.g = backdrop.g * source.g
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# result.b = backdrop.b * source.b
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# result = alphaFix(backdrop, source, result)
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proc blendMultiplyFloats*(backdrop, source: Color): Color {.inline.} =
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result.r = backdrop.r * source.r
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result.g = backdrop.g * source.g
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result.b = backdrop.b * source.b
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result = alphaFix(backdrop, source, result)
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# proc blendLinearBurnFloats*(backdrop, source: Color): Color {.inline.} =
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# result.r = backdrop.r + source.r - 1
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# result.g = backdrop.g + source.g - 1
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# result.b = backdrop.b + source.b - 1
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# result = alphaFix(backdrop, source, result)
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proc blendLinearBurnFloats*(backdrop, source: Color): Color {.inline.} =
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result.r = backdrop.r + source.r - 1
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result.g = backdrop.g + source.g - 1
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result.b = backdrop.b + source.b - 1
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result = alphaFix(backdrop, source, result)
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# proc blendColorBurnFloats*(backdrop, source: Color): Color {.inline.} =
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# proc blend(backdrop, source: float32): float32 {.inline.} =
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# if backdrop == 1:
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# 1.0
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# elif source == 0:
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# 0.0
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# else:
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# 1.0 - min(1, (1 - backdrop) / source)
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# result.r = blend(backdrop.r, source.r)
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# result.g = blend(backdrop.g, source.g)
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# result.b = blend(backdrop.b, source.b)
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# result = alphaFix(backdrop, source, result)
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proc blendColorBurnFloats*(backdrop, source: Color): Color {.inline.} =
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proc blend(backdrop, source: float32): float32 {.inline.} =
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if backdrop == 1:
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1.0
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elif source == 0:
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0.0
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else:
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1.0 - min(1, (1 - backdrop) / source)
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result.r = blend(backdrop.r, source.r)
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result.g = blend(backdrop.g, source.g)
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result.b = blend(backdrop.b, source.b)
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result = alphaFix(backdrop, source, result)
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# proc blendLightenFloats*(backdrop, source: Color): Color {.inline.} =
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# result.r = max(backdrop.r, source.r)
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# result.g = max(backdrop.g, source.g)
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# result.b = max(backdrop.b, source.b)
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# result = alphaFix(backdrop, source, result)
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proc blendLightenFloats*(backdrop, source: Color): Color {.inline.} =
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result.r = max(backdrop.r, source.r)
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result.g = max(backdrop.g, source.g)
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result.b = max(backdrop.b, source.b)
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result = alphaFix(backdrop, source, result)
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# proc blendScreenFloats*(backdrop, source: Color): Color {.inline.} =
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# result.r = screen(backdrop.r, source.r)
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# result.g = screen(backdrop.g, source.g)
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# result.b = screen(backdrop.b, source.b)
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# result = alphaFix(backdrop, source, result)
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proc blendScreenFloats*(backdrop, source: Color): Color {.inline.} =
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result.r = screen(backdrop.r, source.r)
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result.g = screen(backdrop.g, source.g)
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result.b = screen(backdrop.b, source.b)
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result = alphaFix(backdrop, source, result)
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# proc blendLinearDodgeFloats*(backdrop, source: Color): Color {.inline.} =
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# result.r = backdrop.r + source.r
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# result.g = backdrop.g + source.g
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# result.b = backdrop.b + source.b
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# result = alphaFix(backdrop, source, result)
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proc blendLinearDodgeFloats*(backdrop, source: Color): Color {.inline.} =
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result.r = backdrop.r + source.r
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result.g = backdrop.g + source.g
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result.b = backdrop.b + source.b
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result = alphaFix(backdrop, source, result)
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# proc blendColorDodgeFloats*(backdrop, source: Color): Color {.inline.} =
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# proc blend(backdrop, source: float32): float32 {.inline.} =
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# if backdrop == 0:
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# 0.0
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# elif source == 1:
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# 1.0
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# else:
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# min(1, backdrop / (1 - source))
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# result.r = blend(backdrop.r, source.r)
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# result.g = blend(backdrop.g, source.g)
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# result.b = blend(backdrop.b, source.b)
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# result = alphaFix(backdrop, source, result)
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proc blendColorDodgeFloats*(backdrop, source: Color): Color {.inline.} =
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proc blend(backdrop, source: float32): float32 {.inline.} =
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if backdrop == 0:
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0.0
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elif source == 1:
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1.0
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else:
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min(1, backdrop / (1 - source))
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result.r = blend(backdrop.r, source.r)
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result.g = blend(backdrop.g, source.g)
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result.b = blend(backdrop.b, source.b)
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result = alphaFix(backdrop, source, result)
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# proc blendOverlayFloats*(backdrop, source: Color): Color {.inline.} =
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# result.r = hardLight(source.r, backdrop.r)
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# result.g = hardLight(source.g, backdrop.g)
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# result.b = hardLight(source.b, backdrop.b)
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# result = alphaFix(backdrop, source, result)
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proc blendOverlayFloats*(backdrop, source: Color): Color {.inline.} =
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result.r = hardLight(source.r, backdrop.r)
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result.g = hardLight(source.g, backdrop.g)
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result.b = hardLight(source.b, backdrop.b)
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result = alphaFix(backdrop, source, result)
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# proc blendHardLightFloats*(backdrop, source: Color): Color {.inline.} =
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# result.r = hardLight(backdrop.r, source.r)
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# result.g = hardLight(backdrop.g, source.g)
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# result.b = hardLight(backdrop.b, source.b)
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# result = alphaFix(backdrop, source, result)
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proc blendHardLightFloats*(backdrop, source: Color): Color {.inline.} =
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result.r = hardLight(backdrop.r, source.r)
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result.g = hardLight(backdrop.g, source.g)
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result.b = hardLight(backdrop.b, source.b)
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result = alphaFix(backdrop, source, result)
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proc blendSoftLightFloats*(backdrop, source: Color): Color {.inline.} =
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result.r = softLight(backdrop.r, source.r)
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@ -389,19 +267,19 @@ proc blendSoftLightFloats*(backdrop, source: Color): Color {.inline.} =
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result.b = softLight(backdrop.b, source.b)
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result = alphaFix(backdrop, source, result)
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# proc blendDifferenceFloats*(backdrop, source: Color): Color {.inline.} =
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# result.r = abs(backdrop.r - source.r)
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# result.g = abs(backdrop.g - source.g)
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# result.b = abs(backdrop.b - source.b)
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# result = alphaFix(backdrop, source, result)
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proc blendDifferenceFloats*(backdrop, source: Color): Color {.inline.} =
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result.r = abs(backdrop.r - source.r)
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result.g = abs(backdrop.g - source.g)
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result.b = abs(backdrop.b - source.b)
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result = alphaFix(backdrop, source, result)
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# proc blendExclusionFloats*(backdrop, source: Color): Color {.inline.} =
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# proc blend(backdrop, source: float32): float32 {.inline.} =
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# backdrop + source - 2 * backdrop * source
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# result.r = blend(backdrop.r, source.r)
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# result.g = blend(backdrop.g, source.g)
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# result.b = blend(backdrop.b, source.b)
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# result = alphaFix(backdrop, source, result)
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proc blendExclusionFloats*(backdrop, source: Color): Color {.inline.} =
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proc blend(backdrop, source: float32): float32 {.inline.} =
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backdrop + source - 2 * backdrop * source
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result.r = blend(backdrop.r, source.r)
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result.g = blend(backdrop.g, source.g)
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result.b = blend(backdrop.b, source.b)
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result = alphaFix(backdrop, source, result)
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proc blendColorFloats*(backdrop, source: Color): Color {.inline.} =
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result = SetLum(source, Lum(backdrop))
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@ -419,24 +297,24 @@ proc blendSaturationFloats*(backdrop, source: Color): Color {.inline.} =
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result = SetLum(SetSat(backdrop, Sat(source)), Lum(backdrop))
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result = alphaFix(backdrop, source, result)
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# proc blendMaskFloats*(backdrop, source: Color): Color {.inline.} =
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# result = backdrop
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# result.a = min(backdrop.a, source.a)
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proc blendMaskFloats*(backdrop, source: Color): Color {.inline.} =
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result = backdrop
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result.a = min(backdrop.a, source.a)
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# proc blendSubtractMaskFloats*(backdrop, source: Color): Color {.inline.} =
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# result = backdrop
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# result.a = backdrop.a * (1 - source.a)
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proc blendSubtractMaskFloats*(backdrop, source: Color): Color {.inline.} =
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result = backdrop
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result.a = backdrop.a * (1 - source.a)
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# proc blendIntersectMaskFloats*(backdrop, source: Color): Color {.inline.} =
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# result = backdrop
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# result.a = backdrop.a * source.a
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proc blendIntersectMaskFloats*(backdrop, source: Color): Color {.inline.} =
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result = backdrop
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result.a = backdrop.a * source.a
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# proc blendExcludeMaskFloats*(backdrop, source: Color): Color {.inline.} =
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# result = backdrop
|
||||
# result.a = abs(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
|
||||
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 =
|
||||
|
@ -493,6 +371,18 @@ 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(),
|
||||
|
@ -500,76 +390,87 @@ proc blendNormal(backdrop, source: ColorRGBA): ColorRGBA =
|
|||
).toStraightAlpha()
|
||||
|
||||
proc blendDarken(backdrop, source: ColorRGBA): ColorRGBA =
|
||||
let
|
||||
backdrop = backdrop.toPremultipliedAlpha()
|
||||
source = source.toPremultipliedAlpha()
|
||||
result = blendDarkenPremultiplied(backdrop, source)
|
||||
result = result.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)
|
||||
|
||||
proc blendMultiply(backdrop, source: ColorRGBA): ColorRGBA =
|
||||
let
|
||||
backdrop = backdrop.toPremultipliedAlpha()
|
||||
source = source.toPremultipliedAlpha()
|
||||
result = blendMultiplyPremultiplied(backdrop, source)
|
||||
result = result.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)
|
||||
|
||||
proc blendLinearBurn(backdrop, source: ColorRGBA): ColorRGBA =
|
||||
let
|
||||
backdrop = backdrop.toPremultipliedAlpha()
|
||||
source = source.toPremultipliedAlpha()
|
||||
result = blendLinearBurnPremultiplied(backdrop, source)
|
||||
result = result.toStraightAlpha()
|
||||
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 =
|
||||
let
|
||||
backdrop = backdrop.toPremultipliedAlpha()
|
||||
source = source.toPremultipliedAlpha()
|
||||
result = blendColorBurnPremultiplied(backdrop, source)
|
||||
result = result.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)
|
||||
|
||||
proc blendLighten(backdrop, source: ColorRGBA): ColorRGBA =
|
||||
let
|
||||
backdrop = backdrop.toPremultipliedAlpha()
|
||||
source = source.toPremultipliedAlpha()
|
||||
result = blendLightenPremultiplied(backdrop, source)
|
||||
result = result.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)
|
||||
|
||||
proc blendScreen(backdrop, source: ColorRGBA): ColorRGBA =
|
||||
let
|
||||
backdrop = backdrop.toPremultipliedAlpha()
|
||||
source = source.toPremultipliedAlpha()
|
||||
result = blendScreenPremultiplied(backdrop, source)
|
||||
result = result.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)
|
||||
|
||||
proc blendLinearDodge(backdrop, source: ColorRGBA): ColorRGBA =
|
||||
let
|
||||
backdrop = backdrop.toPremultipliedAlpha()
|
||||
source = source.toPremultipliedAlpha()
|
||||
result = blendLinearDodgePremultiplied(backdrop, source)
|
||||
result = result.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)
|
||||
|
||||
proc blendColorDodge(backdrop, source: ColorRGBA): ColorRGBA =
|
||||
let
|
||||
backdrop = backdrop.toPremultipliedAlpha()
|
||||
source = source.toPremultipliedAlpha()
|
||||
result = blendColorDodgePremultiplied(backdrop, source)
|
||||
result = result.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)
|
||||
|
||||
proc blendOverlay(backdrop, source: ColorRGBA): ColorRGBA =
|
||||
let
|
||||
backdrop = backdrop.toPremultipliedAlpha()
|
||||
source = source.toPremultipliedAlpha()
|
||||
result = blendOverlayPremultiplied(backdrop, source)
|
||||
result = result.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)
|
||||
|
||||
proc blendHardLight(backdrop, source: ColorRGBA): ColorRGBA =
|
||||
let
|
||||
backdrop = backdrop.toPremultipliedAlpha()
|
||||
source = source.toPremultipliedAlpha()
|
||||
result = blendHardLightyPremultiplied(backdrop, source)
|
||||
result = result.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)
|
||||
|
||||
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)
|
||||
|
@ -586,30 +487,20 @@ proc blendSoftLight(backdrop, source: ColorRGBA): ColorRGBA =
|
|||
result = alphaFix(backdrop, source, vb, vs, vm)
|
||||
else:
|
||||
blendSoftLightFloats(backdrop.color, source.color).rgba
|
||||
# proc softLight(backdrop, source: int32): uint8 {.inline.} =
|
||||
# ## Pegtop
|
||||
# (
|
||||
# ((255 - 2 * source) * (backdrop ^ 2)) div (255 ^ 2) +
|
||||
# (2 * source * backdrop) div 255
|
||||
# ).uint8
|
||||
# result.r = softLight(backdrop.r.int32, source.r.int32)
|
||||
# result.g = softLight(backdrop.g.int32, source.g.int32)
|
||||
# result.b = softLight(backdrop.b.int32, source.b.int32)
|
||||
# result = alphaFix(backdrop, source, result)
|
||||
|
||||
proc blendDifference(backdrop, source: ColorRGBA): ColorRGBA =
|
||||
let
|
||||
backdrop = backdrop.toPremultipliedAlpha()
|
||||
source = source.toPremultipliedAlpha()
|
||||
result = blendDifferencePremultiplied(backdrop, source)
|
||||
result = result.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)
|
||||
|
||||
proc blendExclusion(backdrop, source: ColorRGBA): ColorRGBA =
|
||||
let
|
||||
backdrop = backdrop.toPremultipliedAlpha()
|
||||
source = source.toPremultipliedAlpha()
|
||||
result = blendExclusionPremultiplied(backdrop, source)
|
||||
result = result.toStraightAlpha()
|
||||
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)
|
||||
|
||||
proc blendColor(backdrop, source: ColorRGBA): ColorRGBA =
|
||||
blendColorFloats(backdrop.color, source.color).rgba
|
||||
|
@ -629,7 +520,7 @@ proc blendMask(backdrop, source: ColorRGBA): ColorRGBA =
|
|||
|
||||
proc blendSubtractMask(backdrop, source: ColorRGBA): ColorRGBA =
|
||||
result = backdrop
|
||||
result.a = max(0, (backdrop.a.uint32 * (255 - source.a.uint32)) div 255).uint8
|
||||
result.a = max(0, (backdrop.a.int32 * (255 - source.a.int32)) div 255).uint8
|
||||
|
||||
proc blendIntersectMask(backdrop, source: ColorRGBA): ColorRGBA =
|
||||
result = backdrop
|
||||
|
|
|
@ -1,4 +1,4 @@
|
|||
import benchy, chroma, pixie/images
|
||||
import benchy, chroma, vmath, pixie/images
|
||||
|
||||
include pixie/blends
|
||||
|
||||
|
@ -18,13 +18,13 @@ timeIt "blendNormal":
|
|||
|
||||
reset()
|
||||
|
||||
# timeIt "blendNormalFloats":
|
||||
# for i in 0 ..< backdrop.data.len:
|
||||
# backdrop.data[i] = blendNormalFloats(
|
||||
# backdrop.data[i].color, source.data[i].color
|
||||
# ).rgba
|
||||
timeIt "blendNormalFloats":
|
||||
for i in 0 ..< backdrop.data.len:
|
||||
backdrop.data[i] = blendNormalFloats(
|
||||
backdrop.data[i].color, source.data[i].color
|
||||
).rgba
|
||||
|
||||
# reset()
|
||||
reset()
|
||||
|
||||
timeIt "blendDarken":
|
||||
for i in 0 ..< backdrop.data.len:
|
||||
|
@ -32,13 +32,13 @@ timeIt "blendDarken":
|
|||
|
||||
reset()
|
||||
|
||||
# timeIt "blendDarkenFloats":
|
||||
# for i in 0 ..< backdrop.data.len:
|
||||
# backdrop.data[i] = blendDarkenFloats(
|
||||
# backdrop.data[i].color, source.data[i].color
|
||||
# ).rgba
|
||||
timeIt "blendDarkenFloats":
|
||||
for i in 0 ..< backdrop.data.len:
|
||||
backdrop.data[i] = blendDarkenFloats(
|
||||
backdrop.data[i].color, source.data[i].color
|
||||
).rgba
|
||||
|
||||
# reset()
|
||||
reset()
|
||||
|
||||
timeIt "blendMultiply":
|
||||
for i in 0 ..< backdrop.data.len:
|
||||
|
@ -46,13 +46,13 @@ timeIt "blendMultiply":
|
|||
|
||||
reset()
|
||||
|
||||
# timeIt "blendMultiplyFloats":
|
||||
# for i in 0 ..< backdrop.data.len:
|
||||
# backdrop.data[i] = blendMultiplyFloats(
|
||||
# backdrop.data[i].color, source.data[i].color
|
||||
# ).rgba
|
||||
timeIt "blendMultiplyFloats":
|
||||
for i in 0 ..< backdrop.data.len:
|
||||
backdrop.data[i] = blendMultiplyFloats(
|
||||
backdrop.data[i].color, source.data[i].color
|
||||
).rgba
|
||||
|
||||
# reset()
|
||||
reset()
|
||||
|
||||
timeIt "blendLinearBurn":
|
||||
for i in 0 ..< backdrop.data.len:
|
||||
|
@ -60,13 +60,13 @@ timeIt "blendLinearBurn":
|
|||
|
||||
reset()
|
||||
|
||||
# timeIt "blendLinearBurnFloats":
|
||||
# for i in 0 ..< backdrop.data.len:
|
||||
# backdrop.data[i] = blendLinearBurnFloats(
|
||||
# backdrop.data[i].color, source.data[i].color
|
||||
# ).rgba
|
||||
timeIt "blendLinearBurnFloats":
|
||||
for i in 0 ..< backdrop.data.len:
|
||||
backdrop.data[i] = blendLinearBurnFloats(
|
||||
backdrop.data[i].color, source.data[i].color
|
||||
).rgba
|
||||
|
||||
# reset()
|
||||
reset()
|
||||
|
||||
timeIt "blendColorBurn":
|
||||
for i in 0 ..< backdrop.data.len:
|
||||
|
@ -74,13 +74,13 @@ timeIt "blendColorBurn":
|
|||
|
||||
reset()
|
||||
|
||||
# timeIt "blendColorBurnFloats":
|
||||
# for i in 0 ..< backdrop.data.len:
|
||||
# backdrop.data[i] = blendColorBurnFloats(
|
||||
# backdrop.data[i].color, source.data[i].color
|
||||
# ).rgba
|
||||
timeIt "blendColorBurnFloats":
|
||||
for i in 0 ..< backdrop.data.len:
|
||||
backdrop.data[i] = blendColorBurnFloats(
|
||||
backdrop.data[i].color, source.data[i].color
|
||||
).rgba
|
||||
|
||||
# reset()
|
||||
reset()
|
||||
|
||||
timeIt "blendLighten":
|
||||
for i in 0 ..< backdrop.data.len:
|
||||
|
@ -88,13 +88,13 @@ timeIt "blendLighten":
|
|||
|
||||
reset()
|
||||
|
||||
# timeIt "blendLightenFloats":
|
||||
# for i in 0 ..< backdrop.data.len:
|
||||
# backdrop.data[i] = blendLightenFloats(
|
||||
# backdrop.data[i].color, source.data[i].color
|
||||
# ).rgba
|
||||
timeIt "blendLightenFloats":
|
||||
for i in 0 ..< backdrop.data.len:
|
||||
backdrop.data[i] = blendLightenFloats(
|
||||
backdrop.data[i].color, source.data[i].color
|
||||
).rgba
|
||||
|
||||
# reset()
|
||||
reset()
|
||||
|
||||
timeIt "blendScreen":
|
||||
for i in 0 ..< backdrop.data.len:
|
||||
|
@ -102,13 +102,13 @@ timeIt "blendScreen":
|
|||
|
||||
reset()
|
||||
|
||||
# timeIt "blendScreenFloats":
|
||||
# for i in 0 ..< backdrop.data.len:
|
||||
# backdrop.data[i] = blendScreenFloats(
|
||||
# backdrop.data[i].color, source.data[i].color
|
||||
# ).rgba
|
||||
timeIt "blendScreenFloats":
|
||||
for i in 0 ..< backdrop.data.len:
|
||||
backdrop.data[i] = blendScreenFloats(
|
||||
backdrop.data[i].color, source.data[i].color
|
||||
).rgba
|
||||
|
||||
# reset()
|
||||
reset()
|
||||
|
||||
timeIt "blendLinearDodge":
|
||||
for i in 0 ..< backdrop.data.len:
|
||||
|
@ -116,13 +116,13 @@ timeIt "blendLinearDodge":
|
|||
|
||||
reset()
|
||||
|
||||
# timeIt "blendLinearDodgeFloats":
|
||||
# for i in 0 ..< backdrop.data.len:
|
||||
# backdrop.data[i] = blendLinearDodgeFloats(
|
||||
# backdrop.data[i].color, source.data[i].color
|
||||
# ).rgba
|
||||
timeIt "blendLinearDodgeFloats":
|
||||
for i in 0 ..< backdrop.data.len:
|
||||
backdrop.data[i] = blendLinearDodgeFloats(
|
||||
backdrop.data[i].color, source.data[i].color
|
||||
).rgba
|
||||
|
||||
# reset()
|
||||
reset()
|
||||
|
||||
timeIt "blendColorDodge":
|
||||
for i in 0 ..< backdrop.data.len:
|
||||
|
@ -130,13 +130,13 @@ timeIt "blendColorDodge":
|
|||
|
||||
reset()
|
||||
|
||||
# timeIt "blendColorDodgeFloats":
|
||||
# for i in 0 ..< backdrop.data.len:
|
||||
# backdrop.data[i] = blendColorDodgeFloats(
|
||||
# backdrop.data[i].color, source.data[i].color
|
||||
# ).rgba
|
||||
timeIt "blendColorDodgeFloats":
|
||||
for i in 0 ..< backdrop.data.len:
|
||||
backdrop.data[i] = blendColorDodgeFloats(
|
||||
backdrop.data[i].color, source.data[i].color
|
||||
).rgba
|
||||
|
||||
# reset()
|
||||
reset()
|
||||
|
||||
timeIt "blendOverlay":
|
||||
for i in 0 ..< backdrop.data.len:
|
||||
|
@ -144,13 +144,13 @@ timeIt "blendOverlay":
|
|||
|
||||
reset()
|
||||
|
||||
# timeIt "blendOverlayFloats":
|
||||
# for i in 0 ..< backdrop.data.len:
|
||||
# backdrop.data[i] = blendOverlayFloats(
|
||||
# backdrop.data[i].color, source.data[i].color
|
||||
# ).rgba
|
||||
timeIt "blendOverlayFloats":
|
||||
for i in 0 ..< backdrop.data.len:
|
||||
backdrop.data[i] = blendOverlayFloats(
|
||||
backdrop.data[i].color, source.data[i].color
|
||||
).rgba
|
||||
|
||||
# reset()
|
||||
reset()
|
||||
|
||||
timeIt "blendSoftLight":
|
||||
for i in 0 ..< backdrop.data.len:
|
||||
|
@ -158,13 +158,13 @@ timeIt "blendSoftLight":
|
|||
|
||||
reset()
|
||||
|
||||
# timeIt "blendSoftLightFloats":
|
||||
# for i in 0 ..< backdrop.data.len:
|
||||
# backdrop.data[i] = blendSoftLightFloats(
|
||||
# backdrop.data[i].color, source.data[i].color
|
||||
# ).rgba
|
||||
timeIt "blendSoftLightFloats":
|
||||
for i in 0 ..< backdrop.data.len:
|
||||
backdrop.data[i] = blendSoftLightFloats(
|
||||
backdrop.data[i].color, source.data[i].color
|
||||
).rgba
|
||||
|
||||
# reset()
|
||||
reset()
|
||||
|
||||
timeIt "blendHardLight":
|
||||
for i in 0 ..< backdrop.data.len:
|
||||
|
@ -172,13 +172,13 @@ timeIt "blendHardLight":
|
|||
|
||||
reset()
|
||||
|
||||
# timeIt "blendHardLightFloats":
|
||||
# for i in 0 ..< backdrop.data.len:
|
||||
# backdrop.data[i] = blendHardLightFloats(
|
||||
# backdrop.data[i].color, source.data[i].color
|
||||
# ).rgba
|
||||
timeIt "blendHardLightFloats":
|
||||
for i in 0 ..< backdrop.data.len:
|
||||
backdrop.data[i] = blendHardLightFloats(
|
||||
backdrop.data[i].color, source.data[i].color
|
||||
).rgba
|
||||
|
||||
# reset()
|
||||
reset()
|
||||
|
||||
timeIt "blendDifference":
|
||||
for i in 0 ..< backdrop.data.len:
|
||||
|
@ -186,13 +186,13 @@ timeIt "blendDifference":
|
|||
|
||||
reset()
|
||||
|
||||
# timeIt "blendDifferenceFloats":
|
||||
# for i in 0 ..< backdrop.data.len:
|
||||
# backdrop.data[i] = blendDifferenceFloats(
|
||||
# backdrop.data[i].color, source.data[i].color
|
||||
# ).rgba
|
||||
timeIt "blendDifferenceFloats":
|
||||
for i in 0 ..< backdrop.data.len:
|
||||
backdrop.data[i] = blendDifferenceFloats(
|
||||
backdrop.data[i].color, source.data[i].color
|
||||
).rgba
|
||||
|
||||
# reset()
|
||||
reset()
|
||||
|
||||
timeIt "blendExclusion":
|
||||
for i in 0 ..< backdrop.data.len:
|
||||
|
@ -200,13 +200,13 @@ timeIt "blendExclusion":
|
|||
|
||||
reset()
|
||||
|
||||
# timeIt "blendExclusionFloats":
|
||||
# for i in 0 ..< backdrop.data.len:
|
||||
# backdrop.data[i] = blendExclusionFloats(
|
||||
# backdrop.data[i].color, source.data[i].color
|
||||
# ).rgba
|
||||
timeIt "blendExclusionFloats":
|
||||
for i in 0 ..< backdrop.data.len:
|
||||
backdrop.data[i] = blendExclusionFloats(
|
||||
backdrop.data[i].color, source.data[i].color
|
||||
).rgba
|
||||
|
||||
# reset()
|
||||
reset()
|
||||
|
||||
timeIt "blendHue":
|
||||
for i in 0 ..< backdrop.data.len:
|
||||
|
@ -214,13 +214,13 @@ timeIt "blendHue":
|
|||
|
||||
reset()
|
||||
|
||||
# timeIt "blendHueFloats":
|
||||
# for i in 0 ..< backdrop.data.len:
|
||||
# backdrop.data[i] = blendHueFloats(
|
||||
# backdrop.data[i].color, source.data[i].color
|
||||
# ).rgba
|
||||
timeIt "blendHueFloats":
|
||||
for i in 0 ..< backdrop.data.len:
|
||||
backdrop.data[i] = blendHueFloats(
|
||||
backdrop.data[i].color, source.data[i].color
|
||||
).rgba
|
||||
|
||||
# reset()
|
||||
reset()
|
||||
|
||||
timeIt "blendSaturation":
|
||||
for i in 0 ..< backdrop.data.len:
|
||||
|
@ -228,11 +228,11 @@ timeIt "blendSaturation":
|
|||
|
||||
reset()
|
||||
|
||||
# timeIt "blendSaturationFloats":
|
||||
# for i in 0 ..< backdrop.data.len:
|
||||
# backdrop.data[i] = blendSaturationFloats(
|
||||
# backdrop.data[i].color, source.data[i].color
|
||||
# ).rgba
|
||||
timeIt "blendSaturationFloats":
|
||||
for i in 0 ..< backdrop.data.len:
|
||||
backdrop.data[i] = blendSaturationFloats(
|
||||
backdrop.data[i].color, source.data[i].color
|
||||
).rgba
|
||||
|
||||
reset()
|
||||
|
||||
|
@ -242,13 +242,13 @@ timeIt "blendColor":
|
|||
|
||||
reset()
|
||||
|
||||
# timeIt "blendColorFloats":
|
||||
# for i in 0 ..< backdrop.data.len:
|
||||
# backdrop.data[i] = blendColorFloats(
|
||||
# backdrop.data[i].color, source.data[i].color
|
||||
# ).rgba
|
||||
timeIt "blendColorFloats":
|
||||
for i in 0 ..< backdrop.data.len:
|
||||
backdrop.data[i] = blendColorFloats(
|
||||
backdrop.data[i].color, source.data[i].color
|
||||
).rgba
|
||||
|
||||
# reset()
|
||||
reset()
|
||||
|
||||
timeIt "blendLuminosity":
|
||||
for i in 0 ..< backdrop.data.len:
|
||||
|
@ -256,13 +256,13 @@ timeIt "blendLuminosity":
|
|||
|
||||
reset()
|
||||
|
||||
# timeIt "blendLuminosityFloats":
|
||||
# for i in 0 ..< backdrop.data.len:
|
||||
# backdrop.data[i] = blendLuminosityFloats(
|
||||
# backdrop.data[i].color, source.data[i].color
|
||||
# ).rgba
|
||||
timeIt "blendLuminosityFloats":
|
||||
for i in 0 ..< backdrop.data.len:
|
||||
backdrop.data[i] = blendLuminosityFloats(
|
||||
backdrop.data[i].color, source.data[i].color
|
||||
).rgba
|
||||
|
||||
# reset()
|
||||
reset()
|
||||
|
||||
timeIt "blendMask":
|
||||
for i in 0 ..< backdrop.data.len:
|
||||
|
@ -270,13 +270,13 @@ timeIt "blendMask":
|
|||
|
||||
reset()
|
||||
|
||||
# timeIt "blendMaskFloats":
|
||||
# for i in 0 ..< backdrop.data.len:
|
||||
# backdrop.data[i] = blendMaskFloats(
|
||||
# backdrop.data[i].color, source.data[i].color
|
||||
# ).rgba
|
||||
timeIt "blendMaskFloats":
|
||||
for i in 0 ..< backdrop.data.len:
|
||||
backdrop.data[i] = blendMaskFloats(
|
||||
backdrop.data[i].color, source.data[i].color
|
||||
).rgba
|
||||
|
||||
# reset()
|
||||
reset()
|
||||
|
||||
timeIt "blendSubtractMask":
|
||||
for i in 0 ..< backdrop.data.len:
|
||||
|
@ -284,13 +284,13 @@ timeIt "blendSubtractMask":
|
|||
|
||||
reset()
|
||||
|
||||
# timeIt "blendSubtractMaskFloats":
|
||||
# for i in 0 ..< backdrop.data.len:
|
||||
# backdrop.data[i] = blendSubtractMaskFloats(
|
||||
# backdrop.data[i].color, source.data[i].color
|
||||
# ).rgba
|
||||
timeIt "blendSubtractMaskFloats":
|
||||
for i in 0 ..< backdrop.data.len:
|
||||
backdrop.data[i] = blendSubtractMaskFloats(
|
||||
backdrop.data[i].color, source.data[i].color
|
||||
).rgba
|
||||
|
||||
# reset()
|
||||
reset()
|
||||
|
||||
timeIt "blendIntersectMask":
|
||||
for i in 0 ..< backdrop.data.len:
|
||||
|
@ -298,13 +298,13 @@ timeIt "blendIntersectMask":
|
|||
|
||||
reset()
|
||||
|
||||
# timeIt "blendIntersectMaskFloats":
|
||||
# for i in 0 ..< backdrop.data.len:
|
||||
# backdrop.data[i] = blendIntersectMaskFloats(
|
||||
# backdrop.data[i].color, source.data[i].color
|
||||
# ).rgba
|
||||
timeIt "blendIntersectMaskFloats":
|
||||
for i in 0 ..< backdrop.data.len:
|
||||
backdrop.data[i] = blendIntersectMaskFloats(
|
||||
backdrop.data[i].color, source.data[i].color
|
||||
).rgba
|
||||
|
||||
# reset()
|
||||
reset()
|
||||
|
||||
timeIt "blendExcludeMask":
|
||||
for i in 0 ..< backdrop.data.len:
|
||||
|
@ -312,13 +312,13 @@ timeIt "blendExcludeMask":
|
|||
|
||||
reset()
|
||||
|
||||
# timeIt "blendExcludeMaskFloats":
|
||||
# for i in 0 ..< backdrop.data.len:
|
||||
# backdrop.data[i] = blendExcludeMaskFloats(
|
||||
# backdrop.data[i].color, source.data[i].color
|
||||
# ).rgba
|
||||
timeIt "blendExcludeMaskFloats":
|
||||
for i in 0 ..< backdrop.data.len:
|
||||
backdrop.data[i] = blendExcludeMaskFloats(
|
||||
backdrop.data[i].color, source.data[i].color
|
||||
).rgba
|
||||
|
||||
# reset()
|
||||
reset()
|
||||
|
||||
timeIt "blendNormalPremultiplied":
|
||||
for i in 0 ..< backdrop.data.len:
|
||||
|
|
Loading…
Reference in a new issue