669 lines
23 KiB
Nim
669 lines
23 KiB
Nim
## Blending modes.
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import chroma, math, common
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when defined(amd64) and not defined(pixieNoSimd):
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import nimsimd/sse2
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# See https://www.w3.org/TR/compositing-1/
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# See https://www.khronos.org/registry/OpenGL/extensions/KHR/KHR_blend_equation_advanced.txt
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type
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BlendMode* = enum
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bmNormal
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bmDarken
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bmMultiply
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bmLinearBurn
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bmColorBurn
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bmLighten
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bmScreen
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bmLinearDodge
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bmColorDodge
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bmOverlay
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bmSoftLight
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bmHardLight
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bmDifference
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bmExclusion
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bmHue
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bmSaturation
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bmColor
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bmLuminosity
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bmMask ## Special blend mode that is used for masking
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bmOverwrite ## Special that does not blend but copies the pixels from target.
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bmSubtractMask ## Inverse mask
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bmIntersectMask
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bmExcludeMask
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Blender* = proc(a, b: ColorRGBA): ColorRGBA
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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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if source.a == 255:
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return source
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if source.a == 0:
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return backdrop
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let k = (255 - source.a.uint32)
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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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when defined(amd64) and not defined(pixieNoSimd):
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proc blendNormalPremultiplied*(backdrop, source: M128i): M128i {.inline.} =
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let
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alphaMask = mm_set1_epi32(cast[int32](0xff000000))
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oddMask = mm_set1_epi16(cast[int16](0xff00))
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div255 = mm_set1_epi16(cast[int16](0x8081))
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# Shortcuts didn't help (backdrop.a == 0, source.a == 0, source.a == 255)
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var
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sourceAlpha = mm_and_si128(source, alphaMask)
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backdropEven = mm_slli_epi16(backdrop, 8)
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backdropOdd = mm_and_si128(backdrop, oddMask)
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sourceAlpha = mm_or_si128(sourceAlpha, mm_srli_epi32(sourceAlpha, 16))
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let k = mm_sub_epi32(
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mm_set1_epi32(cast[int32]([0.uint8, 255, 0, 255])),
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sourceAlpha
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)
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backdropEven = mm_mulhi_epu16(backdropEven, k)
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backdropOdd = mm_mulhi_epu16(backdropOdd, k)
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backdropEven = mm_srli_epi16(mm_mulhi_epu16(backdropEven, div255), 7)
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backdropOdd = mm_srli_epi16(mm_mulhi_epu16(backdropOdd, div255), 7)
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mm_add_epi8(
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source,
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mm_or_si128(backdropEven, mm_slli_epi16(backdropOdd, 8))
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)
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when defined(release):
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{.pop.}
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proc `+`*(a, b: Color): Color {.inline.} =
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result.r = a.r + b.r
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result.g = a.g + b.g
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result.b = a.b + b.b
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result.a = a.a + b.a
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proc `+`*(c: Color, v: float32): Color {.inline.} =
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result.r = c.r + v
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result.g = c.g + v
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result.b = c.b + v
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result.a = c.a + v
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proc `+`*(v: float32, c: Color): Color {.inline.} =
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c + v
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proc `*`*(c: Color, v: float32): Color {.inline.} =
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result.r = c.r * v
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result.g = c.g * v
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result.b = c.b * v
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result.a = c.a * v
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proc `*`*(v: float32, target: Color): Color {.inline.} =
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target * v
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proc `/`*(c: Color, v: float32): Color {.inline.} =
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result.r = c.r / v
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result.g = c.g / v
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result.b = c.b / v
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result.a = c.a / v
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proc `-`*(c: Color, v: float32): Color {.inline.} =
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result.r = c.r - v
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result.g = c.g - v
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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 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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(1 - 2 * source) * backdrop ^ 2 + 2 * source * backdrop
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proc Lum(C: Color): float32 {.inline.} =
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0.3 * C.r + 0.59 * C.g + 0.11 * C.b
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proc ClipColor(C: var Color) {.inline.} =
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let
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L = Lum(C)
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n = min([C.r, C.g, C.b])
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x = max([C.r, C.g, C.b])
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if n < 0:
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C = L + (((C - L) * L) / (L - n))
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if x > 1:
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C = L + (((C - L) * (1 - L)) / (x - L))
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proc SetLum(C: Color, l: float32): Color {.inline.} =
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let d = l - Lum(C)
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result.r = C.r + d
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result.g = C.g + d
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result.b = C.b + d
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ClipColor(result)
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proc Sat(C: Color): float32 {.inline.} =
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max([C.r, C.g, C.b]) - min([C.r, C.g, C.b])
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proc SetSat(C: Color, s: float32): Color {.inline.} =
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let satC = Sat(C)
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if satC > 0:
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result = (C - min([C.r, C.g, C.b])) * s / satC
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proc alphaFix(backdrop, source, mixed: Color): Color =
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result.a = (source.a + backdrop.a * (1.0 - source.a))
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if result.a == 0:
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return
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let
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t0 = source.a * (1 - backdrop.a)
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t1 = source.a * backdrop.a
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t2 = (1 - source.a) * backdrop.a
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result.r = t0 * source.r + t1 * mixed.r + t2 * backdrop.r
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result.g = t0 * source.g + t1 * mixed.g + t2 * backdrop.g
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result.b = t0 * source.b + t1 * mixed.b + t2 * backdrop.b
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result.r /= result.a
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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 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 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 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 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 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 blendSoftLightFloats*(backdrop, source: Color): Color {.inline.} =
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result.r = softLight(backdrop.r, source.r)
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result.g = softLight(backdrop.g, source.g)
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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 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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result = alphaFix(backdrop, source, result)
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proc blendLuminosityFloats*(backdrop, source: Color): Color {.inline.} =
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result = SetLum(backdrop, Lum(source))
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result = alphaFix(backdrop, source, result)
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proc blendHueFloats*(backdrop, source: Color): Color {.inline.} =
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result = SetLum(SetSat(source, Sat(backdrop)), Lum(backdrop))
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result = alphaFix(backdrop, source, result)
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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 blendSubtractMaskFloats*(backdrop, source: Color): Color {.inline.} =
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# 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 blendNormal(backdrop, source: ColorRGBA): ColorRGBA =
|
|
blendNormalPremultiplied(
|
|
backdrop.toPremultipliedAlpha(),
|
|
source.toPremultipliedAlpha()
|
|
).toStraightAlpha()
|
|
|
|
proc blendDarken(backdrop, source: ColorRGBA): ColorRGBA =
|
|
let
|
|
backdrop = backdrop.toPremultipliedAlpha()
|
|
source = source.toPremultipliedAlpha()
|
|
result = blendDarkenPremultiplied(backdrop, source)
|
|
result = result.toStraightAlpha()
|
|
|
|
proc blendMultiply(backdrop, source: ColorRGBA): ColorRGBA =
|
|
let
|
|
backdrop = backdrop.toPremultipliedAlpha()
|
|
source = source.toPremultipliedAlpha()
|
|
result = blendMultiplyPremultiplied(backdrop, source)
|
|
result = result.toStraightAlpha()
|
|
|
|
proc blendLinearBurn(backdrop, source: ColorRGBA): ColorRGBA =
|
|
let
|
|
backdrop = backdrop.toPremultipliedAlpha()
|
|
source = source.toPremultipliedAlpha()
|
|
result = blendLinearBurnPremultiplied(backdrop, source)
|
|
result = result.toStraightAlpha()
|
|
|
|
proc blendColorBurn(backdrop, source: ColorRGBA): ColorRGBA =
|
|
let
|
|
backdrop = backdrop.toPremultipliedAlpha()
|
|
source = source.toPremultipliedAlpha()
|
|
result = blendColorBurnPremultiplied(backdrop, source)
|
|
result = result.toStraightAlpha()
|
|
|
|
proc blendLighten(backdrop, source: ColorRGBA): ColorRGBA =
|
|
let
|
|
backdrop = backdrop.toPremultipliedAlpha()
|
|
source = source.toPremultipliedAlpha()
|
|
result = blendLightenPremultiplied(backdrop, source)
|
|
result = result.toStraightAlpha()
|
|
|
|
proc blendScreen(backdrop, source: ColorRGBA): ColorRGBA =
|
|
let
|
|
backdrop = backdrop.toPremultipliedAlpha()
|
|
source = source.toPremultipliedAlpha()
|
|
result = blendScreenPremultiplied(backdrop, source)
|
|
result = result.toStraightAlpha()
|
|
|
|
proc blendLinearDodge(backdrop, source: ColorRGBA): ColorRGBA =
|
|
let
|
|
backdrop = backdrop.toPremultipliedAlpha()
|
|
source = source.toPremultipliedAlpha()
|
|
result = blendLinearDodgePremultiplied(backdrop, source)
|
|
result = result.toStraightAlpha()
|
|
|
|
proc blendColorDodge(backdrop, source: ColorRGBA): ColorRGBA =
|
|
let
|
|
backdrop = backdrop.toPremultipliedAlpha()
|
|
source = source.toPremultipliedAlpha()
|
|
result = blendColorDodgePremultiplied(backdrop, source)
|
|
result = result.toStraightAlpha()
|
|
|
|
proc blendOverlay(backdrop, source: ColorRGBA): ColorRGBA =
|
|
let
|
|
backdrop = backdrop.toPremultipliedAlpha()
|
|
source = source.toPremultipliedAlpha()
|
|
result = blendOverlayPremultiplied(backdrop, source)
|
|
result = result.toStraightAlpha()
|
|
|
|
proc blendHardLight(backdrop, source: ColorRGBA): ColorRGBA =
|
|
let
|
|
backdrop = backdrop.toPremultipliedAlpha()
|
|
source = source.toPremultipliedAlpha()
|
|
result = blendHardLightyPremultiplied(backdrop, source)
|
|
result = result.toStraightAlpha()
|
|
|
|
proc blendSoftLight(backdrop, source: ColorRGBA): ColorRGBA =
|
|
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 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()
|
|
|
|
proc blendExclusion(backdrop, source: ColorRGBA): ColorRGBA =
|
|
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
|
|
|
|
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
|
|
|
|
proc blendMask(backdrop, source: ColorRGBA): ColorRGBA =
|
|
result = backdrop
|
|
result.a = min(backdrop.a, source.a)
|
|
|
|
proc blendSubtractMask(backdrop, source: ColorRGBA): ColorRGBA =
|
|
result = backdrop
|
|
result.a = max(0, (backdrop.a.uint32 * (255 - source.a.uint32)) div 255).uint8
|
|
|
|
proc blendIntersectMask(backdrop, source: ColorRGBA): ColorRGBA =
|
|
result = backdrop
|
|
result.a = ((backdrop.a.uint32 * (source.a.uint32)) div 255).uint8
|
|
|
|
proc blendExcludeMask(backdrop, source: ColorRGBA): ColorRGBA =
|
|
result = backdrop
|
|
result.a = max(backdrop.a, source.a) - min(backdrop.a, source.a)
|
|
|
|
proc blendOverwrite(backdrop, source: ColorRGBA): ColorRGBA =
|
|
source
|
|
|
|
proc blender*(blendMode: BlendMode): Blender =
|
|
case blendMode
|
|
of bmNormal: blendNormal
|
|
of bmDarken: blendDarken
|
|
of bmMultiply: blendMultiply
|
|
of bmLinearBurn: blendLinearBurn
|
|
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 bmExclusion: blendExclusion
|
|
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
|