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Add "Blend" node (#1024)
* Add Blend node * Add more implementations Currently, known buggy implementations: * Color Burn * Saturation Opacity is currently achieved by linear interpolation, this will be changed as soon as all filters are implemented. * Add more implementations Currently, known incorrect implementations: * Color Burn * Saturation Not yet Tested: * Linear Burn * Linear Dodge * Vivid Light * Linear Light * Pin Light * Hard Mix * Subtract * Divide Opacity is currently achieved by linear interpolation, this will be changed as soon as all filters are implemented. * Cleanup * Removed Unused Code * Fixed Clamping Issue * Fixed Inverted Opacity * Moved Opacity Calculation from individual Blend Functions into 'blend_node' function * Fix 'Color Burn' blend mode Currently, known incorrect implementations: * Saturation Not yet Tested: * Linear Burn * Darker Color * Linear Dodge * Lighter Color * Vivid Light * Linear Light * Pin Light * Hard Mix * Subtract * Divide Opacity is currently achieved by linear interpolation, this will be changed as soon as all filters are implemented. * Fix 'Saturation' blend mode Currently, known incorrect implementations: * None :D Not yet Tested: * Linear Burn * Darker Color * Linear Dodge * Lighter Color * Vivid Light * Linear Light * Pin Light * Hard Mix * Subtract * Divide Opacity is currently achieved by linear interpolation, this will be changed as soon as all filters are implemented. * Final Cleanups * Add proper Inputs * cargo fmt * Add test for doubling number * Display implementation for ProtoNetwork * Switch top and bottom * Add input types for blend image node * Fix test --------- Co-authored-by: 0hypercube <0hypercube@gmail.com> Co-authored-by: Dennis Kobert <dennis@kobert.dev>
This commit is contained in:
co-authored by
0hypercube
Dennis Kobert
parent
6d43d8d03d
commit
6b36f3fcab
@@ -39,6 +39,121 @@ impl std::fmt::Display for LuminanceCalculation {
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}
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}
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impl BlendMode {
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pub fn list() -> [BlendMode; 26] {
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[
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BlendMode::Normal,
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BlendMode::Multiply,
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BlendMode::Darken,
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BlendMode::ColorBurn,
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BlendMode::LinearBurn,
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BlendMode::DarkerColor,
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BlendMode::Screen,
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BlendMode::Lighten,
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BlendMode::ColorDodge,
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BlendMode::LinearDodge,
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BlendMode::LighterColor,
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BlendMode::Overlay,
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BlendMode::SoftLight,
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BlendMode::HardLight,
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BlendMode::VividLight,
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BlendMode::LinearLight,
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BlendMode::PinLight,
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BlendMode::HardMix,
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BlendMode::Difference,
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BlendMode::Exclusion,
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BlendMode::Subtract,
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BlendMode::Divide,
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BlendMode::Hue,
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BlendMode::Saturation,
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BlendMode::Color,
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BlendMode::Luminosity,
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]
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}
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}
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#[cfg_attr(feature = "serde", derive(serde::Serialize, serde::Deserialize))]
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#[derive(Debug, Default, Clone, Copy, Eq, PartialEq, DynAny, specta::Type, Hash)]
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pub enum BlendMode {
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#[default]
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// Basic group
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Normal,
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// Not supported by SVG, but we should someday support: Dissolve
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// Darken group
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Multiply,
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Darken,
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ColorBurn,
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LinearBurn,
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DarkerColor,
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// Lighten group
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Screen,
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Lighten,
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ColorDodge,
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LinearDodge,
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LighterColor,
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// Contrast group
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Overlay,
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SoftLight,
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HardLight,
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VividLight,
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LinearLight,
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PinLight,
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HardMix,
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// Inversion group
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Difference,
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Exclusion,
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Subtract,
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Divide,
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// Component group
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Hue,
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Saturation,
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Color,
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Luminosity,
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}
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impl std::fmt::Display for BlendMode {
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fn fmt(&self, f: &mut std::fmt::Formatter<'_>) -> std::fmt::Result {
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match self {
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BlendMode::Normal => write!(f, "Normal"),
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BlendMode::Multiply => write!(f, "Multiply"),
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BlendMode::Darken => write!(f, "Darken"),
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BlendMode::ColorBurn => write!(f, "Color Burn"),
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BlendMode::LinearBurn => write!(f, "Linear Burn"),
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BlendMode::DarkerColor => write!(f, "Darker Color"),
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BlendMode::Screen => write!(f, "Screen"),
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BlendMode::Lighten => write!(f, "Lighten"),
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BlendMode::ColorDodge => write!(f, "Color Dodge"),
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BlendMode::LinearDodge => write!(f, "Linear Dodge"),
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BlendMode::LighterColor => write!(f, "Lighter Color"),
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BlendMode::Overlay => write!(f, "Overlay"),
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BlendMode::SoftLight => write!(f, "Soft Light"),
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BlendMode::HardLight => write!(f, "Hard Light"),
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BlendMode::VividLight => write!(f, "Vivid Light"),
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BlendMode::LinearLight => write!(f, "Linear Light"),
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BlendMode::PinLight => write!(f, "Pin Light"),
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BlendMode::HardMix => write!(f, "Hard Mix"),
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BlendMode::Difference => write!(f, "Difference"),
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BlendMode::Exclusion => write!(f, "Exclusion"),
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BlendMode::Subtract => write!(f, "Subtract"),
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BlendMode::Divide => write!(f, "Divide"),
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BlendMode::Hue => write!(f, "Hue"),
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BlendMode::Saturation => write!(f, "Saturation"),
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BlendMode::Color => write!(f, "Color"),
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BlendMode::Luminosity => write!(f, "Luminosity"),
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}
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}
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}
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#[derive(Debug, Clone, Copy, Default)]
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pub struct LuminanceNode<LuminanceCalculation> {
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luma_calculation: LuminanceCalculation,
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@@ -211,6 +326,52 @@ fn threshold_node(color: Color, luma_calculation: LuminanceCalculation, threshol
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}
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}
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#[derive(Debug, Clone, Copy)]
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pub struct BlendNode<BlendMode, Opacity> {
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blend_mode: BlendMode,
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opacity: Opacity,
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}
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#[node_macro::node_fn(BlendNode)]
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fn blend_node(input: (Color, Color), blend_mode: BlendMode, opacity: f64) -> Color {
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let (source_color, backdrop) = input;
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let actual_opacity = 1. - (opacity / 100.) as f32;
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return match blend_mode {
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BlendMode::Normal => backdrop.blend_rgb(source_color, Color::blend_normal),
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BlendMode::Multiply => backdrop.blend_rgb(source_color, Color::blend_multiply),
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BlendMode::Darken => backdrop.blend_rgb(source_color, Color::blend_darken),
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BlendMode::ColorBurn => backdrop.blend_rgb(source_color, Color::blend_color_burn),
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BlendMode::LinearBurn => backdrop.blend_rgb(source_color, Color::blend_linear_burn),
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BlendMode::DarkerColor => backdrop.blend_darker_color(source_color),
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BlendMode::Screen => backdrop.blend_rgb(source_color, Color::blend_screen),
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BlendMode::Lighten => backdrop.blend_rgb(source_color, Color::blend_lighten),
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BlendMode::ColorDodge => backdrop.blend_rgb(source_color, Color::blend_color_dodge),
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BlendMode::LinearDodge => backdrop.blend_rgb(source_color, Color::blend_linear_dodge),
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BlendMode::LighterColor => backdrop.blend_lighter_color(source_color),
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BlendMode::Overlay => source_color.blend_rgb(backdrop, Color::blend_hardlight),
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BlendMode::SoftLight => backdrop.blend_rgb(source_color, Color::blend_softlight),
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BlendMode::HardLight => backdrop.blend_rgb(source_color, Color::blend_hardlight),
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BlendMode::VividLight => backdrop.blend_rgb(source_color, Color::blend_vivid_light),
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BlendMode::LinearLight => backdrop.blend_rgb(source_color, Color::blend_linear_light),
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BlendMode::PinLight => backdrop.blend_rgb(source_color, Color::blend_pin_light),
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BlendMode::HardMix => backdrop.blend_rgb(source_color, Color::blend_hard_mix),
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BlendMode::Difference => backdrop.blend_rgb(source_color, Color::blend_exclusion),
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BlendMode::Exclusion => backdrop.blend_rgb(source_color, Color::blend_exclusion),
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BlendMode::Subtract => backdrop.blend_rgb(source_color, Color::blend_subtract),
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BlendMode::Divide => backdrop.blend_rgb(source_color, Color::blend_divide),
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BlendMode::Hue => backdrop.blend_hue(source_color),
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BlendMode::Saturation => backdrop.blend_saturation(source_color),
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BlendMode::Color => backdrop.blend_color(source_color),
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BlendMode::Luminosity => backdrop.blend_luminosity(source_color),
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}
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.lerp(backdrop, actual_opacity)
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.unwrap();
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}
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#[derive(Debug, Clone, Copy)]
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pub struct VibranceNode<Vibrance> {
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vibrance: Vibrance,
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