skia2/gm/hsl.cpp

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/*
* Copyright 2017 Google Inc.
*
* Use of this source code is governed by a BSD-style license that can be
* found in the LICENSE file.
*/
#include "gm/gm.h"
#include "include/core/SkBlendMode.h"
#include "include/core/SkCanvas.h"
#include "include/core/SkColor.h"
#include "include/core/SkFont.h"
#include "include/core/SkPaint.h"
#include "include/core/SkTypeface.h"
#include "include/core/SkTypes.h"
#include "tools/ToolUtils.h"
// Hue, Saturation, Color, and Luminosity blend modes are oddballs.
// They nominally convert their inputs to unpremul, then to HSL, then
// mix-and-match H,S,and L from Src and Dst, then convert back, then premul.
//
// In practice that's slow, so instead we pick the color with the correct
// Hue, and then (approximately) apply the other's Saturation and/or Luminosity.
// This isn't just an optimization... it's how the modes are specified.
//
// Each mode's name describes the Src H,S,L components to keep, taking the
// others from Dst, where Color == Hue + Saturation. Color and Luminosity
// are each other's complements; Hue and Saturation have no complement.
//
// All these modes were originally designed to operate on gamma-encoded values,
// and that's what everyone's used to seeing. It's unclear wehther they make
// any sense in a gamma-correct world. They certainly won't look at all similar.
//
// We have had many inconsistent implementations of these modes.
// This GM tries to demonstrate unambigously how they should work.
//
// To go along with our inconsistent implementations, there are two slightly
// inconsistent specifications of how to perform these blends,
// web: https://www.w3.org/TR/compositing-1/#blendingnonseparable
// KHR: https://www.khronos.org/registry/OpenGL/extensions/KHR/KHR_blend_equation_advanced.txt
// It looks like these are meant to be identical, but they disagree on at least ClipColor().
//
// I think the KHR version is just wrong... it produces values >1. So we use the web version.
static float min(float r, float g, float b) { return SkTMin(r, SkTMin(g, b)); }
static float max(float r, float g, float b) { return SkTMax(r, SkTMax(g, b)); }
static float sat(float r, float g, float b) { return max(r,g,b) - min(r,g,b); }
static float lum(float r, float g, float b) { return r*0.30f + g*0.59f + b*0.11f; }
// The two SetSat() routines in the specs look different, but they're logically equivalent.
// Both map the minimum channel to 0, maximum to s, and scale the middle proportionately.
// The KHR version has done a better job at simplifying its math, so we use it here.
static void set_sat(float* r, float* g, float* b, float s) {
float mn = min(*r,*g,*b),
mx = max(*r,*g,*b);
auto channel = [=](float c) {
return mx == mn ? 0
: (c - mn) * s / (mx - mn);
};
*r = channel(*r);
*g = channel(*g);
*b = channel(*b);
}
static void clip_color(float* r, float* g, float* b) {
float l = lum(*r,*g,*b),
mn = min(*r,*g,*b),
mx = max(*r,*g,*b);
auto clip = [=](float c) {
if (mn < 0) { c = l + (c - l) * ( l) / (l - mn); }
if (mx > 1) { c = l + (c - l) * (1 - l) / (mx - l); }
SkASSERT(-0.0001f < c); // This may end up very slightly negative...
SkASSERT( c <= 1);
return c;
};
*r = clip(*r);
*g = clip(*g);
*b = clip(*b);
}
static void set_lum(float* r, float* g, float* b, float l) {
float diff = l - lum(*r,*g,*b);
*r += diff;
*g += diff;
*b += diff;
clip_color(r,g,b);
}
static void hue(float dr, float dg, float db,
float* sr, float* sg, float* sb) {
// Hue of Src, Saturation and Luminosity of Dst.
float R = *sr,
G = *sg,
B = *sb;
set_sat(&R,&G,&B, sat(dr,dg,db));
set_lum(&R,&G,&B, lum(dr,dg,db));
*sr = R;
*sg = G;
*sb = B;
}
static void saturation(float dr, float dg, float db,
float* sr, float* sg, float* sb) {
// Saturation of Src, Hue and Luminosity of Dst
float R = dr,
G = dg,
B = db;
set_sat(&R,&G,&B, sat(*sr,*sg,*sb));
set_lum(&R,&G,&B, lum( dr, dg, db)); // This may seem redundant, but it is not.
*sr = R;
*sg = G;
*sb = B;
}
static void color(float dr, float dg, float db,
float* sr, float* sg, float* sb) {
// Hue and Saturation of Src, Luminosity of Dst.
float R = *sr,
G = *sg,
B = *sb;
set_lum(&R,&G,&B, lum(dr,dg,db));
*sr = R;
*sg = G;
*sb = B;
}
static void luminosity(float dr, float dg, float db,
float* sr, float* sg, float* sb) {
// Luminosity of Src, Hue and Saturation of Dst.
float R = dr,
G = dg,
B = db;
set_lum(&R,&G,&B, lum(*sr,*sg,*sb));
*sr = R;
*sg = G;
*sb = B;
}
static SkColor blend(SkColor dst, SkColor src,
void (*mode)(float,float,float, float*,float*,float*)) {
SkASSERT(SkColorGetA(dst) == 0xff
&& SkColorGetA(src) == 0xff); // Not fundamental, just simplifying for this GM.
SkColor4f d = SkColor4f::FromColor(dst),
s = SkColor4f::FromColor(src);
mode( d.fR, d.fG, d.fB,
&s.fR, &s.fG, &s.fB);
return s.toSkColor();
}
DEF_SIMPLE_GM(hsl, canvas, 600, 100) {
SkPaint paint;
SkFont font(ToolUtils::create_portable_typeface());
const char* comment = "HSL blend modes are correct when you see no circles in the squares.";
canvas->drawString(comment, 10,10, font, paint);
// Just to keep things reaaaal simple, we'll only use opaque colors.
SkPaint bg, fg;
bg.setColor(0xff00ff00); // Fully-saturated bright green, H = 120°, S = 100%, L = 50%.
fg.setColor(0xff7f3f7f); // Partly-saturated dim magenta, H = 300°, S = ~33%, L = ~37%.
struct {
SkBlendMode mode;
void (*reference)(float,float,float, float*,float*,float*);
} tests[] = {
{ SkBlendMode::kSrc, nullptr },
{ SkBlendMode::kDst, nullptr },
{ SkBlendMode::kHue, hue },
{ SkBlendMode::kSaturation, saturation },
{ SkBlendMode::kColor, color },
{ SkBlendMode::kLuminosity, luminosity },
};
for (auto test : tests) {
canvas->drawRect({20,20,80,80}, bg);
fg.setBlendMode(test.mode);
canvas->drawRect({20,20,80,80}, fg);
if (test.reference) {
SkPaint ref;
ref.setColor(blend(bg.getColor(), fg.getColor(), test.reference));
canvas->drawCircle(50,50, 20, ref);
}
canvas->drawString(SkBlendMode_Name(test.mode), 20, 90, font, paint);
canvas->translate(100,0);
}
}