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:
isiko
2023-02-23 12:55:32 +01:00
committed by Keavon Chambers
parent 48dcc2774b
commit 8fe19063c1
10 changed files with 534 additions and 10 deletions

View File

@@ -39,6 +39,121 @@ impl std::fmt::Display for LuminanceCalculation {
}
}
impl BlendMode {
pub fn list() -> [BlendMode; 26] {
[
BlendMode::Normal,
BlendMode::Multiply,
BlendMode::Darken,
BlendMode::ColorBurn,
BlendMode::LinearBurn,
BlendMode::DarkerColor,
BlendMode::Screen,
BlendMode::Lighten,
BlendMode::ColorDodge,
BlendMode::LinearDodge,
BlendMode::LighterColor,
BlendMode::Overlay,
BlendMode::SoftLight,
BlendMode::HardLight,
BlendMode::VividLight,
BlendMode::LinearLight,
BlendMode::PinLight,
BlendMode::HardMix,
BlendMode::Difference,
BlendMode::Exclusion,
BlendMode::Subtract,
BlendMode::Divide,
BlendMode::Hue,
BlendMode::Saturation,
BlendMode::Color,
BlendMode::Luminosity,
]
}
}
#[cfg_attr(feature = "serde", derive(serde::Serialize, serde::Deserialize))]
#[derive(Debug, Default, Clone, Copy, Eq, PartialEq, DynAny, specta::Type, Hash)]
pub enum BlendMode {
#[default]
// Basic group
Normal,
// Not supported by SVG, but we should someday support: Dissolve
// Darken group
Multiply,
Darken,
ColorBurn,
LinearBurn,
DarkerColor,
// Lighten group
Screen,
Lighten,
ColorDodge,
LinearDodge,
LighterColor,
// Contrast group
Overlay,
SoftLight,
HardLight,
VividLight,
LinearLight,
PinLight,
HardMix,
// Inversion group
Difference,
Exclusion,
Subtract,
Divide,
// Component group
Hue,
Saturation,
Color,
Luminosity,
}
impl std::fmt::Display for BlendMode {
fn fmt(&self, f: &mut std::fmt::Formatter<'_>) -> std::fmt::Result {
match self {
BlendMode::Normal => write!(f, "Normal"),
BlendMode::Multiply => write!(f, "Multiply"),
BlendMode::Darken => write!(f, "Darken"),
BlendMode::ColorBurn => write!(f, "Color Burn"),
BlendMode::LinearBurn => write!(f, "Linear Burn"),
BlendMode::DarkerColor => write!(f, "Darker Color"),
BlendMode::Screen => write!(f, "Screen"),
BlendMode::Lighten => write!(f, "Lighten"),
BlendMode::ColorDodge => write!(f, "Color Dodge"),
BlendMode::LinearDodge => write!(f, "Linear Dodge"),
BlendMode::LighterColor => write!(f, "Lighter Color"),
BlendMode::Overlay => write!(f, "Overlay"),
BlendMode::SoftLight => write!(f, "Soft Light"),
BlendMode::HardLight => write!(f, "Hard Light"),
BlendMode::VividLight => write!(f, "Vivid Light"),
BlendMode::LinearLight => write!(f, "Linear Light"),
BlendMode::PinLight => write!(f, "Pin Light"),
BlendMode::HardMix => write!(f, "Hard Mix"),
BlendMode::Difference => write!(f, "Difference"),
BlendMode::Exclusion => write!(f, "Exclusion"),
BlendMode::Subtract => write!(f, "Subtract"),
BlendMode::Divide => write!(f, "Divide"),
BlendMode::Hue => write!(f, "Hue"),
BlendMode::Saturation => write!(f, "Saturation"),
BlendMode::Color => write!(f, "Color"),
BlendMode::Luminosity => write!(f, "Luminosity"),
}
}
}
#[derive(Debug, Clone, Copy, Default)]
pub struct LuminanceNode<LuminanceCalculation> {
luma_calculation: LuminanceCalculation,
@@ -211,6 +326,52 @@ fn threshold_node(color: Color, luma_calculation: LuminanceCalculation, threshol
}
}
#[derive(Debug, Clone, Copy)]
pub struct BlendNode<BlendMode, Opacity> {
blend_mode: BlendMode,
opacity: Opacity,
}
#[node_macro::node_fn(BlendNode)]
fn blend_node(input: (Color, Color), blend_mode: BlendMode, opacity: f64) -> Color {
let (source_color, backdrop) = input;
let actual_opacity = 1. - (opacity / 100.) as f32;
return match blend_mode {
BlendMode::Normal => backdrop.blend_rgb(source_color, Color::blend_normal),
BlendMode::Multiply => backdrop.blend_rgb(source_color, Color::blend_multiply),
BlendMode::Darken => backdrop.blend_rgb(source_color, Color::blend_darken),
BlendMode::ColorBurn => backdrop.blend_rgb(source_color, Color::blend_color_burn),
BlendMode::LinearBurn => backdrop.blend_rgb(source_color, Color::blend_linear_burn),
BlendMode::DarkerColor => backdrop.blend_darker_color(source_color),
BlendMode::Screen => backdrop.blend_rgb(source_color, Color::blend_screen),
BlendMode::Lighten => backdrop.blend_rgb(source_color, Color::blend_lighten),
BlendMode::ColorDodge => backdrop.blend_rgb(source_color, Color::blend_color_dodge),
BlendMode::LinearDodge => backdrop.blend_rgb(source_color, Color::blend_linear_dodge),
BlendMode::LighterColor => backdrop.blend_lighter_color(source_color),
BlendMode::Overlay => source_color.blend_rgb(backdrop, Color::blend_hardlight),
BlendMode::SoftLight => backdrop.blend_rgb(source_color, Color::blend_softlight),
BlendMode::HardLight => backdrop.blend_rgb(source_color, Color::blend_hardlight),
BlendMode::VividLight => backdrop.blend_rgb(source_color, Color::blend_vivid_light),
BlendMode::LinearLight => backdrop.blend_rgb(source_color, Color::blend_linear_light),
BlendMode::PinLight => backdrop.blend_rgb(source_color, Color::blend_pin_light),
BlendMode::HardMix => backdrop.blend_rgb(source_color, Color::blend_hard_mix),
BlendMode::Difference => backdrop.blend_rgb(source_color, Color::blend_exclusion),
BlendMode::Exclusion => backdrop.blend_rgb(source_color, Color::blend_exclusion),
BlendMode::Subtract => backdrop.blend_rgb(source_color, Color::blend_subtract),
BlendMode::Divide => backdrop.blend_rgb(source_color, Color::blend_divide),
BlendMode::Hue => backdrop.blend_hue(source_color),
BlendMode::Saturation => backdrop.blend_saturation(source_color),
BlendMode::Color => backdrop.blend_color(source_color),
BlendMode::Luminosity => backdrop.blend_luminosity(source_color),
}
.lerp(backdrop, actual_opacity)
.unwrap();
}
#[derive(Debug, Clone, Copy)]
pub struct VibranceNode<Vibrance> {
vibrance: Vibrance,

View File

@@ -239,6 +239,174 @@ impl Color {
self.map_rgb(|c| (c + d).clamp(0., 1.))
}
pub fn saturation(&self) -> f32 {
let max = (self.red).max(self.green).max(self.blue);
let min = (self.red).min(self.green).min(self.blue);
max - min
}
pub fn with_saturation(&self, saturation: f32) -> Color {
let [hue, _, lightness, alpha] = self.to_hsla();
Color::from_hsla(hue, saturation, lightness, alpha)
}
pub fn blend_normal(_c_b: f32, c_s: f32) -> f32 {
c_s
}
pub fn blend_multiply(c_b: f32, c_s: f32) -> f32 {
c_s * c_b
}
pub fn blend_darken(c_b: f32, c_s: f32) -> f32 {
c_s.min(c_b)
}
pub fn blend_color_burn(c_b: f32, c_s: f32) -> f32 {
if c_b == 1. {
1.
} else if c_s == 0. {
0.
} else {
1. - ((1. - c_b) / c_s).min(1.)
}
}
pub fn blend_linear_burn(c_b: f32, c_s: f32) -> f32 {
c_b + c_s - 1.
}
pub fn blend_darker_color(&self, other: Color) -> Color {
if self.average_rgb_channels() <= other.average_rgb_channels() {
*self
} else {
other
}
}
pub fn blend_screen(c_b: f32, c_s: f32) -> f32 {
1. - (1. - c_s) * (1. - c_b)
}
pub fn blend_lighten(c_b: f32, c_s: f32) -> f32 {
c_s.max(c_b)
}
pub fn blend_color_dodge(c_b: f32, c_s: f32) -> f32 {
if c_s == 1. {
1.
} else {
(c_b / (1. - c_s)).min(1.)
}
}
pub fn blend_linear_dodge(c_b: f32, c_s: f32) -> f32 {
c_b + c_s
}
pub fn blend_lighter_color(&self, other: Color) -> Color {
if self.average_rgb_channels() >= other.average_rgb_channels() {
*self
} else {
other
}
}
pub fn blend_softlight(c_b: f32, c_s: f32) -> f32 {
if c_s <= 0.5 {
c_b - (1. - 2. * c_s) * c_b * (1. - c_b)
} else {
let d: fn(f32) -> f32 = |x| if x <= 0.25 { ((16. * x - 12.) * x + 4.) * x } else { x.sqrt() };
c_b + (2. * c_s - 1.) * (d(c_b) - c_b)
}
}
pub fn blend_hardlight(c_b: f32, c_s: f32) -> f32 {
if c_s <= 0.5 {
Color::blend_multiply(2. * c_s, c_b)
} else {
Color::blend_screen(2. * c_s - 1., c_b)
}
}
pub fn blend_vivid_light(c_b: f32, c_s: f32) -> f32 {
if c_s <= 0.5 {
Color::blend_color_burn(2. * c_s, c_b)
} else {
Color::blend_color_dodge(2. * c_s - 1., c_b)
}
}
pub fn blend_linear_light(c_b: f32, c_s: f32) -> f32 {
if c_s <= 0.5 {
Color::blend_linear_burn(2. * c_s, c_b)
} else {
Color::blend_linear_dodge(2. * c_s - 1., c_b)
}
}
pub fn blend_pin_light(c_b: f32, c_s: f32) -> f32 {
if c_s <= 0.5 {
Color::blend_darken(2. * c_s, c_b)
} else {
Color::blend_lighten(2. * c_s - 1., c_b)
}
}
pub fn blend_hard_mix(c_b: f32, c_s: f32) -> f32 {
if Color::blend_linear_light(c_b, c_s) < 0.5 {
0.
} else {
1.
}
}
pub fn blend_difference(c_b: f32, c_s: f32) -> f32 {
(c_b - c_s).abs()
}
pub fn blend_exclusion(c_b: f32, c_s: f32) -> f32 {
c_b + c_s - 2. * c_b * c_s
}
pub fn blend_subtract(c_b: f32, c_s: f32) -> f32 {
c_b - c_s
}
pub fn blend_divide(c_b: f32, c_s: f32) -> f32 {
if c_b == 0. {
1.
} else {
c_b / c_s
}
}
pub fn blend_hue(&self, c_s: Color) -> Color {
let sat_b = self.saturation();
let lum_b = self.luminance_rec_601();
c_s.with_saturation(sat_b).with_luminance(lum_b)
}
pub fn blend_saturation(&self, c_s: Color) -> Color {
let sat_s = c_s.saturation();
let lum_b = self.luminance_rec_601();
self.with_saturation(sat_s).with_luminance(lum_b)
}
pub fn blend_color(&self, c_s: Color) -> Color {
let lum_b = self.luminance_rec_601();
c_s.with_luminance(lum_b)
}
pub fn blend_luminosity(&self, c_s: Color) -> Color {
let lum_s = c_s.luminance_rec_601();
self.with_luminance(lum_s)
}
/// Return the all components as a tuple, first component is red, followed by green, followed by blue, followed by alpha.
///
/// # Examples
@@ -425,6 +593,23 @@ impl Color {
pub fn map_rgb<F: Fn(f32) -> f32>(&self, f: F) -> Self {
Self::from_rgbaf32_unchecked(f(self.r()), f(self.g()), f(self.b()), self.a())
}
pub fn blend_rgb<F: Fn(f32, f32) -> f32>(&self, other: Color, f: F) -> Self {
let color = Color {
red: f(self.red, other.red),
green: f(self.green, other.green),
blue: f(self.blue, other.blue),
alpha: self.alpha,
};
if *self == Color::RED {
debug!("{} {} {} {}", color.red, color.green, color.blue, color.alpha);
}
Color {
red: f(self.red, other.red).clamp(0., 1.),
green: f(self.green, other.green).clamp(0., 1.),
blue: f(self.blue, other.blue).clamp(0., 1.),
alpha: self.alpha,
}
}
}
#[test]