📷 A modern, cross-platform, 2D Graphics library for .NET
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// Copyright (c) Six Labors and contributors.
// Licensed under the Apache License, Version 2.0.
using System;
using System.Numerics;
using System.Runtime.CompilerServices;
namespace SixLabors.ImageSharp.PixelFormats.PixelBlenders
{
/// <summary>
/// Collection of Porter Duff Color Blending and Alpha Composition Functions.
/// </summary>
/// <remarks>
/// These functions are designed to be a general solution for all color cases,
/// that is, they take in account the alpha value of both the backdrop
/// and source, and there's no need to alpha-premultiply neither the backdrop
/// nor the source.
/// Note there are faster functions for when the backdrop color is known
/// to be opaque
/// </remarks>
internal static partial class PorterDuffFunctions
{
/// <summary>
/// Source over backdrop
/// </summary>
/// <param name="backdrop">Backdrop color</param>
/// <param name="source">Source color</param>
/// <returns>Output color</returns>
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public static Vector4 Normal(Vector4 backdrop, Vector4 source)
{
return source;
}
/// <summary>
/// Source multiplied by backdrop
/// </summary>
/// <param name="backdrop">Backdrop color</param>
/// <param name="source">Source color</param>
/// <returns>Output color</returns>
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public static Vector4 Multiply(Vector4 backdrop, Vector4 source)
{
return backdrop * source;
}
/// <summary>
/// Source added to backdrop
/// </summary>
/// <param name="backdrop">Backdrop color</param>
/// <param name="source">Source color</param>
/// <returns>Output color</returns>
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public static Vector4 Add(Vector4 backdrop, Vector4 source)
{
return Vector4.Min(Vector4.One, backdrop + source);
}
/// <summary>
/// Source subtracted from backdrop
/// </summary>
/// <param name="backdrop">Backdrop color</param>
/// <param name="source">Source color</param>
/// <returns>Output color</returns>
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public static Vector4 Subtract(Vector4 backdrop, Vector4 source)
{
return Vector4.Max(Vector4.Zero, backdrop - source);
}
/// <summary>
/// Complement of source multiplied by the complement of backdrop
/// </summary>
/// <param name="backdrop">Backdrop color</param>
/// <param name="source">Source color</param>
/// <returns>Output color</returns>
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public static Vector4 Screen(Vector4 backdrop, Vector4 source)
{
return Vector4.One - ((Vector4.One - backdrop) * (Vector4.One - source));
}
/// <summary>
/// Per element, chooses the smallest value of source and backdrop
/// </summary>
/// <param name="backdrop">Backdrop color</param>
/// <param name="source">Source color</param>
/// <returns>Output color</returns>
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public static Vector4 Darken(Vector4 backdrop, Vector4 source)
{
return Vector4.Min(backdrop, source);
}
/// <summary>
/// Per element, chooses the largest value of source and backdrop
/// </summary>
/// <param name="backdrop">Backdrop color</param>
/// <param name="source">Source color</param>
/// <returns>Output color</returns>
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public static Vector4 Lighten(Vector4 backdrop, Vector4 source)
{
return Vector4.Max(backdrop, source);
}
/// <summary>
/// Overlays source over backdrop
/// </summary>
/// <param name="backdrop">Backdrop color</param>
/// <param name="source">Source color</param>
/// <returns>Output color</returns>
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public static Vector4 Overlay(Vector4 backdrop, Vector4 source)
{
float cr = OverlayValueFunction(backdrop.X, source.X);
float cg = OverlayValueFunction(backdrop.Y, source.Y);
float cb = OverlayValueFunction(backdrop.Z, source.Z);
return Vector4.Min(Vector4.One, new Vector4(cr, cg, cb, 0));
}
/// <summary>
/// Hard light effect
/// </summary>
/// <param name="backdrop">Backdrop color</param>
/// <param name="source">Source color</param>
/// <returns>Output color</returns>
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public static Vector4 HardLight(Vector4 backdrop, Vector4 source)
{
float cr = OverlayValueFunction(source.X, backdrop.X);
float cg = OverlayValueFunction(source.Y, backdrop.Y);
float cb = OverlayValueFunction(source.Z, backdrop.Z);
return Vector4.Min(Vector4.One, new Vector4(cr, cg, cb, 0));
}
/// <summary>
/// Helper function for Overlay andHardLight modes
/// </summary>
/// <param name="backdrop">Backdrop color element</param>
/// <param name="source">Source color element</param>
/// <returns>Overlay value</returns>
[MethodImpl(MethodImplOptions.AggressiveInlining)]
private static float OverlayValueFunction(float backdrop, float source)
{
return backdrop <= 0.5f ? (2 * backdrop * source) : 1 - ((2 * (1 - source)) * (1 - backdrop));
}
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public static Vector4 Over(Vector4 dst, Vector4 src, Vector4 blend)
{
// calculate weights
float blendW = dst.W * src.W;
float dstW = dst.W - blendW;
float srcW = src.W - blendW;
// calculate final alpha
float alpha = dstW + srcW + blendW;
// calculate final color
Vector4 color = (dst * dstW) + (src * srcW) + (blend * blendW);
// unpremultiply
color /= MathF.Max(alpha, Constants.Epsilon);
color.W = alpha;
return color;
}
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public static Vector4 Atop(Vector4 dst, Vector4 src, Vector4 blend)
{
// calculate weights
float blendW = dst.W * src.W;
float dstW = dst.W - blendW;
// calculate final alpha
float alpha = dstW + blendW;
// calculate final color
Vector4 color = (dst * dstW) + (blend * blendW);
// unpremultiply
color /= MathF.Max(alpha, Constants.Epsilon);
color.W = alpha;
return color;
}
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public static Vector4 In(Vector4 dst, Vector4 src, Vector4 blend)
{
float alpha = dst.W * src.W;
Vector4 color = src * alpha; // premultiply
color /= MathF.Max(alpha, Constants.Epsilon); // unpremultiply
color.W = alpha;
return color;
}
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public static Vector4 Out(Vector4 dst, Vector4 src)
{
float alpha = (1 - dst.W) * src.W;
Vector4 color = src * alpha; // premultiply
color /= MathF.Max(alpha, Constants.Epsilon); // unpremultiply
color.W = alpha;
return color;
}
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public static Vector4 Xor(Vector4 dst, Vector4 src)
{
float srcW = 1 - dst.W;
float dstW = 1 - src.W;
float alpha = (src.W * srcW) + (dst.W * dstW);
Vector4 color = (src.W * src * srcW) + (dst.W * dst * dstW);
// unpremultiply
color /= MathF.Max(alpha, Constants.Epsilon);
color.W = alpha;
return color;
}
[MethodImpl(MethodImplOptions.AggressiveInlining)]
private static Vector4 Clear(Vector4 backdrop, Vector4 source)
{
return Vector4.Zero;
}
}
}