/* * 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); } }