Files
Graphite/node-graph/nodes/raster/src/blending_nodes.rs
Keavon Chambers 4b01abe36d Add a "Cyclic" gradient option that closes the ramp into a seamless loop (#4416)
* Add a Cyclic gradient attribute that wraps the stop list through the 1|0 boundary back to the first stop

* Show the wrap segment's midpoint diamond in the color picker spectrum strip when cyclic

* Keep the wrap midpoint diamond tracking the pointer by a wrapped strip width when dragged past the ends

* Give the Gradient tool's viewport overlay the same cyclic wrap midpoint diamond and drag behavior

* Correct the docs claiming the final stop's midpoint is always ignored now that cyclic uses it

* Move the gradient cyclic toggle onto the Ends row as a Link icon checkbox

* Update labels

* Register GradientHueDirection with the Data panel so its attribute column renders

* Reword wrap segment to wrapped interval and stray segment usages to interval

* Clean up comments

* Fix the color picker write-back losing default position elision and the blend path guessing the cyclic flag
2026-08-06 18:52:00 -07:00

211 lines
8.1 KiB
Rust

use crate::adjust::Adjust;
#[cfg(feature = "std")]
use core_types::list::Item;
use no_std_types::Ctx;
use no_std_types::blending::BlendMode;
use no_std_types::color::{Color, Pixel};
#[cfg(not(feature = "std"))]
use no_std_types::list::ShaderItem as Item;
use no_std_types::registry::types::PercentageF32;
#[cfg(feature = "std")]
use raster_types::{CPU, Raster};
#[cfg(feature = "std")]
use vector_types::{Gradient, GradientStop};
pub trait Blend<P: Pixel> {
fn blend(&self, under: &Self, blend_fn: impl Fn(P, P) -> P) -> Self;
}
impl Blend<Color> for Color {
fn blend(&self, under: &Self, blend_fn: impl Fn(Color, Color) -> Color) -> Self {
blend_fn(*self, *under)
}
}
#[cfg(feature = "std")]
mod blend_std {
use super::*;
use core::cmp::Ordering;
use raster_types::Image;
use raster_types::Raster;
impl Blend<Color> for Raster<CPU> {
fn blend(&self, under: &Self, blend_fn: impl Fn(Color, Color) -> Color) -> Self {
let data = self.data.iter().zip(under.data.iter()).map(|(a, b)| blend_fn(*a, *b)).collect();
Raster::new_cpu(Image {
data,
width: self.width,
height: self.height,
base64_string: None,
})
}
}
impl Blend<Color> for Gradient {
// TODO: This joining is unfaithful in several ways: it samples only at stop positions so midpoint curves flatten away;
// TODO: it evaluates both sources with default whole-ramp attributes rather than their own (which this element-level impl cannot read);
// TODO: and the output keeps over's attributes despite being sampled with defaults
fn blend(&self, under: &Self, blend_fn: impl Fn(Color, Color) -> Color) -> Self {
let mut combined_stops = self.positions(false).into_iter().chain(under.positions(false)).collect::<Vec<_>>();
combined_stops.sort_by(|a, b| a.partial_cmp(b).unwrap_or(Ordering::Equal));
combined_stops.dedup_by(|a, b| (*a - *b).abs() < 1e-6);
let stops = combined_stops.into_iter().map(|position| {
let over_color = self.evaluate(position, Default::default(), false, Default::default(), Default::default());
let under_color = under.evaluate(position, Default::default(), false, Default::default(), Default::default());
let color = blend_fn(over_color, under_color);
GradientStop { position, midpoint: 0.5, color }
});
// Positions stay explicit because eliding them needs the cyclic flag this impl can't read, and a wrong guess would relocate the stops
Gradient::new(stops)
}
}
}
#[inline(always)]
pub fn blend_colors(foreground: Color, background: Color, blend_mode: BlendMode, opacity: f32) -> Color {
let target_color = match blend_mode {
// Other utility blend modes (hidden from the normal list) - do not have alpha blend
BlendMode::Erase => return background.alpha_subtract(foreground),
BlendMode::Restore => return background.alpha_add(foreground),
BlendMode::MultiplyAlpha => return background.alpha_multiply(foreground),
blend_mode => apply_blend_mode(foreground, background, blend_mode),
};
background.alpha_blend(target_color.apply_opacity(opacity))
}
pub fn apply_blend_mode(foreground: Color, background: Color, blend_mode: BlendMode) -> Color {
match blend_mode {
// Normal group
BlendMode::Normal => background.blend_rgb(foreground, Color::blend_normal),
// Darken group
BlendMode::Darken => background.blend_rgb(foreground, Color::blend_darken),
BlendMode::Multiply => background.blend_rgb(foreground, Color::blend_multiply),
BlendMode::ColorBurn => background.blend_rgb(foreground, Color::blend_color_burn),
BlendMode::LinearBurn => background.blend_rgb(foreground, Color::blend_linear_burn),
BlendMode::DarkerColor => background.blend_darker_color(foreground),
// Lighten group
BlendMode::Lighten => background.blend_rgb(foreground, Color::blend_lighten),
BlendMode::Screen => background.blend_rgb(foreground, Color::blend_screen),
BlendMode::ColorDodge => background.blend_rgb(foreground, Color::blend_color_dodge),
BlendMode::LinearDodge => background.blend_rgb(foreground, Color::blend_linear_dodge),
BlendMode::LighterColor => background.blend_lighter_color(foreground),
// Contrast group
BlendMode::Overlay => foreground.blend_rgb(background, Color::blend_hardlight),
BlendMode::SoftLight => background.blend_rgb(foreground, Color::blend_softlight),
BlendMode::HardLight => background.blend_rgb(foreground, Color::blend_hardlight),
BlendMode::VividLight => background.blend_rgb(foreground, Color::blend_vivid_light),
BlendMode::LinearLight => background.blend_rgb(foreground, Color::blend_linear_light),
BlendMode::PinLight => background.blend_rgb(foreground, Color::blend_pin_light),
BlendMode::HardMix => background.blend_rgb(foreground, Color::blend_hard_mix),
// Inversion group
BlendMode::Difference => background.blend_rgb(foreground, Color::blend_difference),
BlendMode::Exclusion => background.blend_rgb(foreground, Color::blend_exclusion),
BlendMode::Subtract => background.blend_rgb(foreground, Color::blend_subtract),
BlendMode::Divide => background.blend_rgb(foreground, Color::blend_divide),
// Component group
BlendMode::Hue => background.blend_hue(foreground),
BlendMode::Saturation => background.blend_saturation(foreground),
BlendMode::Color => background.blend_color(foreground),
BlendMode::Luminosity => background.blend_luminosity(foreground),
// Other utility blend modes (hidden from the normal list) - do not have alpha blend
_ => panic!("Used blend mode without alpha blend"),
}
}
#[node_macro::node(category("Raster"), cfg(feature = "std"))]
fn mix<T: Blend<Color> + Send>(
_: impl Ctx,
#[implementations(
Raster<CPU>,
Color,
Gradient,
)]
#[gpu_image]
over: Item<T>,
#[expose]
#[implementations(
Raster<CPU>,
Color,
Gradient,
)]
#[gpu_image]
under: Item<T>,
blend_mode: Item<BlendMode>,
#[default(100.)] opacity: Item<PercentageF32>,
) -> Item<T> {
let mut over = over;
let blend_mode = blend_mode.into_element();
let opacity = opacity.into_element();
let blended = over.element().blend(under.element(), |a, b| blend_colors(a, b, blend_mode, opacity / 100.));
*over.element_mut() = blended;
over
}
#[node_macro::node(category("Raster: Adjustment"), shader_node(PerPixelAdjust))]
fn color_overlay<T: Adjust<Color>>(
_: impl Ctx,
#[implementations(
Raster<CPU>,
Color,
Gradient,
)]
#[gpu_image]
image: Item<T>,
#[default(Color::BLACK)] color: Item<Color>,
blend_mode: Item<BlendMode>,
#[default(100.)] opacity: Item<PercentageF32>,
) -> Item<T> {
let mut image = image;
let color = color.into_element();
let blend_mode = blend_mode.into_element();
let opacity = opacity.into_element();
let opacity = (opacity / 100.).clamp(0., 1.);
image.element_mut().adjust(|pixel| {
let image = pixel.map_rgb(|channel| channel * (1. - opacity));
// The apply blend mode function divides rgb by the alpha channel for the background. This undoes that.
let associated_pixel = Color::from_rgbaf32_unchecked(pixel.r() * pixel.a(), pixel.g() * pixel.a(), pixel.b() * pixel.a(), pixel.a());
let overlay = apply_blend_mode(color, associated_pixel, blend_mode).map_rgb(|channel| channel * opacity);
Color::from_rgbaf32_unchecked(image.r() + overlay.r(), image.g() + overlay.g(), image.b() + overlay.b(), pixel.a())
});
image
}
#[cfg(all(feature = "std", test))]
mod test {
use core_types::blending::BlendMode;
use core_types::color::Color;
use core_types::list::Item;
use raster_types::Image;
use raster_types::Raster;
#[tokio::test]
async fn color_overlay_multiply() {
let image_color = Color::from_rgbaf32_unchecked(0.7, 0.6, 0.5, 0.4);
let image = Image::new(1, 1, image_color);
// Color { red: 0., green: 1., blue: 0., alpha: 1. }
let overlay_color = Color::GREEN;
// 100% of the output should come from the multiplied value
let opacity = 100.;
let result = super::color_overlay(
(),
Item::new_from_element(Raster::new_cpu(image.clone())),
overlay_color.into(),
BlendMode::Multiply.into(),
opacity.into(),
);
let result = result.into_element();
// The output should just be the original green and alpha channels (as we multiply them by 1 and other channels by 0)
assert_eq!(result.data[0], Color::from_rgbaf32_unchecked(0., image_color.g(), 0., image_color.a()));
}
}