blob: d2565e6e6fd1dd7b9baa60a108926e6b1d4a79a9 [file] [log] [blame]
// Copyright 2013 The Flutter Authors. All rights reserved.
// Use of this source code is governed by a BSD-style license that can be
// found in the LICENSE file.
#include "impeller/geometry/color.h"
#include <algorithm>
#include <cmath>
#include <functional>
#include <sstream>
#include <type_traits>
#include "impeller/base/strings.h"
#include "impeller/geometry/constants.h"
#include "impeller/geometry/scalar.h"
#include "impeller/geometry/vector.h"
namespace impeller {
#define _IMPELLER_ASSERT_BLEND_MODE(blend_mode) \
auto enum_##blend_mode = static_cast<std::underlying_type_t<BlendMode>>( \
BlendMode::k##blend_mode); \
if (i != enum_##blend_mode) { \
return false; \
} \
++i;
static constexpr inline bool ValidateBlendModes() {
std::underlying_type_t<BlendMode> i = 0;
// Ensure the order of the blend modes match.
IMPELLER_FOR_EACH_BLEND_MODE(_IMPELLER_ASSERT_BLEND_MODE)
// Ensure the total number of blend modes match.
if (i - 1 !=
static_cast<std::underlying_type_t<BlendMode>>(BlendMode::kLast)) {
return false;
}
return true;
}
static_assert(ValidateBlendModes(),
"IMPELLER_FOR_EACH_BLEND_MODE must match impeller::BlendMode.");
#define _IMPELLER_BLEND_MODE_NAME_LIST(blend_mode) #blend_mode,
static constexpr const char* kBlendModeNames[] = {
IMPELLER_FOR_EACH_BLEND_MODE(_IMPELLER_BLEND_MODE_NAME_LIST)};
const char* BlendModeToString(BlendMode blend_mode) {
return kBlendModeNames[static_cast<std::underlying_type_t<BlendMode>>(
blend_mode)];
}
ColorHSB ColorHSB::FromRGB(Color rgb) {
Scalar R = rgb.red;
Scalar G = rgb.green;
Scalar B = rgb.blue;
Scalar v = 0.0;
Scalar x = 0.0;
Scalar f = 0.0;
int64_t i = 0;
x = fmin(R, G);
x = fmin(x, B);
v = fmax(R, G);
v = fmax(v, B);
if (v == x) {
return ColorHSB(0.0, 0.0, v, rgb.alpha);
}
f = (R == x) ? G - B : ((G == x) ? B - R : R - G);
i = (R == x) ? 3 : ((G == x) ? 5 : 1);
return ColorHSB(((i - f / (v - x)) / 6.0), (v - x) / v, v, rgb.alpha);
}
Color ColorHSB::ToRGBA() const {
Scalar h = hue * 6.0;
Scalar s = saturation;
Scalar v = brightness;
Scalar m = 0.0;
Scalar n = 0.0;
Scalar f = 0.0;
int64_t i = 0;
if (h == 0) {
h = 0.01;
}
if (h == 0.0) {
return Color(v, v, v, alpha);
}
i = static_cast<int64_t>(floor(h));
f = h - i;
if (!(i & 1)) {
f = 1 - f;
}
m = v * (1 - s);
n = v * (1 - s * f);
switch (i) {
case 6:
case 0:
return Color(v, n, m, alpha);
case 1:
return Color(n, v, m, alpha);
case 2:
return Color(m, v, n, alpha);
case 3:
return Color(m, n, v, alpha);
case 4:
return Color(n, m, v, alpha);
case 5:
return Color(v, m, n, alpha);
}
return Color(0, 0, 0, alpha);
}
Color::Color(const ColorHSB& hsbColor) : Color(hsbColor.ToRGBA()) {}
Color::Color(const Vector4& value)
: red(value.x), green(value.y), blue(value.z), alpha(value.w) {}
static constexpr inline Color Min(Color c, float threshold) {
return Color(std::min(c.red, threshold), std::min(c.green, threshold),
std::min(c.blue, threshold), std::min(c.alpha, threshold));
}
// The following HSV utilities correspond to the W3C blend definitions
// implemented in: impeller/compiler/shader_lib/impeller/blending.glsl
static constexpr inline Scalar Luminosity(Vector3 color) {
return color.x * 0.3f + color.y * 0.59f + color.z * 0.11f;
}
static constexpr inline Vector3 ClipColor(Vector3 color) {
Scalar lum = Luminosity(color);
Scalar mn = std::min(std::min(color.x, color.y), color.z);
Scalar mx = std::max(std::max(color.x, color.y), color.z);
// `lum - mn` and `mx - lum` will always be >= 0 in the following conditions,
// so adding a tiny value is enough to make these divisions safe.
if (mn < 0.0f) {
color = lum + (((color - lum) * lum) / (lum - mn + kEhCloseEnough));
}
if (mx > 1.0) {
color =
lum + (((color - lum) * (1.0f - lum)) / (mx - lum + kEhCloseEnough));
}
return color;
}
static constexpr inline Vector3 SetLuminosity(Vector3 color,
Scalar luminosity) {
Scalar relative_lum = luminosity - Luminosity(color);
return ClipColor(color + relative_lum);
}
static constexpr inline Scalar Saturation(Vector3 color) {
return std::max(std::max(color.x, color.y), color.z) -
std::min(std::min(color.x, color.y), color.z);
}
static constexpr inline Vector3 SetSaturation(Vector3 color,
Scalar saturation) {
Scalar mn = std::min(std::min(color.x, color.y), color.z);
Scalar mx = std::max(std::max(color.x, color.y), color.z);
return (mn < mx) ? ((color - mn) * saturation) / (mx - mn) : Vector3();
}
static constexpr inline Vector3 ComponentChoose(Vector3 a,
Vector3 b,
Vector3 value,
Scalar cutoff) {
return Vector3(value.x > cutoff ? b.x : a.x, //
value.y > cutoff ? b.y : a.y, //
value.z > cutoff ? b.z : a.z //
);
}
static constexpr inline Vector3 ToRGB(Color color) {
return {color.red, color.green, color.blue};
}
static constexpr inline Color FromRGB(Vector3 color, Scalar alpha) {
return {color.x, color.y, color.z, alpha};
}
/// Composite a blended color onto the destination.
/// All three parameters are unpremultiplied. Returns a premultiplied result.
///
/// This routine is the same as `IPApplyBlendedColor` in the Impeller shader
/// library.
static constexpr inline Color ApplyBlendedColor(Color dst,
Color src,
Vector3 blend_result) {
dst = dst.Premultiply();
src =
// Use the blended color for areas where the source and destination
// colors overlap.
FromRGB(blend_result, src.alpha * dst.alpha).Premultiply() +
// Use the original source color for any remaining non-overlapping areas.
src.Premultiply() * (1.0f - dst.alpha);
// Source-over composite the blended source color atop the destination.
return src + dst * (1.0f - src.alpha);
}
static constexpr inline Color DoColorBlend(
Color dst,
Color src,
const std::function<Vector3(Vector3, Vector3)>& blend_rgb_func) {
const Vector3 blend_result = blend_rgb_func(ToRGB(dst), ToRGB(src));
return ApplyBlendedColor(dst, src, blend_result).Unpremultiply();
}
static constexpr inline Color DoColorBlendComponents(
Color dst,
Color src,
const std::function<Scalar(Scalar, Scalar)>& blend_func) {
Vector3 blend_result = Vector3(blend_func(dst.red, src.red), //
blend_func(dst.green, src.green), //
blend_func(dst.blue, src.blue)); //
return ApplyBlendedColor(dst, src, blend_result).Unpremultiply();
}
Color Color::Blend(Color src, BlendMode blend_mode) const {
Color dst = *this;
switch (blend_mode) {
case BlendMode::kClear:
return Color::BlackTransparent();
case BlendMode::kSource:
return src;
case BlendMode::kDestination:
return dst;
case BlendMode::kSourceOver:
// r = s + (1-sa)*d
return (src.Premultiply() + dst.Premultiply() * (1 - src.alpha))
.Unpremultiply();
case BlendMode::kDestinationOver:
// r = d + (1-da)*s
return (dst.Premultiply() + src.Premultiply() * (1 - dst.alpha))
.Unpremultiply();
case BlendMode::kSourceIn:
// r = s * da
return (src.Premultiply() * dst.alpha).Unpremultiply();
case BlendMode::kDestinationIn:
// r = d * sa
return (dst.Premultiply() * src.alpha).Unpremultiply();
case BlendMode::kSourceOut:
// r = s * ( 1- da)
return (src.Premultiply() * (1 - dst.alpha)).Unpremultiply();
case BlendMode::kDestinationOut:
// r = d * (1-sa)
return (dst.Premultiply() * (1 - src.alpha)).Unpremultiply();
case BlendMode::kSourceATop:
// r = s*da + d*(1-sa)
return (src.Premultiply() * dst.alpha +
dst.Premultiply() * (1 - src.alpha))
.Unpremultiply();
case BlendMode::kDestinationATop:
// r = d*sa + s*(1-da)
return (dst.Premultiply() * src.alpha +
src.Premultiply() * (1 - dst.alpha))
.Unpremultiply();
case BlendMode::kXor:
// r = s*(1-da) + d*(1-sa)
return (src.Premultiply() * (1 - dst.alpha) +
dst.Premultiply() * (1 - src.alpha))
.Unpremultiply();
case BlendMode::kPlus:
// r = min(s + d, 1)
return (Min(src.Premultiply() + dst.Premultiply(), 1)).Unpremultiply();
case BlendMode::kModulate:
// r = s*d
return (src.Premultiply() * dst.Premultiply()).Unpremultiply();
case BlendMode::kScreen: {
return DoColorBlend(dst, src, [](Vector3 d, Vector3 s) -> Vector3 {
return s + d - s * d;
});
}
case BlendMode::kOverlay:
return DoColorBlend(dst, src, [](Vector3 d, Vector3 s) -> Vector3 {
// The same as HardLight, but with the source and destination reversed.
Vector3 screen_src = 2.0 * d - 1.0;
Vector3 screen = screen_src + s - screen_src * s;
return ComponentChoose(s * (2.0 * d), //
screen, //
d, //
0.5);
});
case BlendMode::kDarken:
return DoColorBlend(
dst, src, [](Vector3 d, Vector3 s) -> Vector3 { return d.Min(s); });
case BlendMode::kLighten:
return DoColorBlend(
dst, src, [](Vector3 d, Vector3 s) -> Vector3 { return d.Max(s); });
case BlendMode::kColorDodge:
return DoColorBlendComponents(dst, src, [](Scalar d, Scalar s) -> Scalar {
if (d < kEhCloseEnough) {
return 0.0f;
}
if (1.0 - s < kEhCloseEnough) {
return 1.0f;
}
return std::min(1.0f, d / (1.0f - s));
});
case BlendMode::kColorBurn:
return DoColorBlendComponents(dst, src, [](Scalar d, Scalar s) -> Scalar {
if (1.0 - d < kEhCloseEnough) {
return 1.0f;
}
if (s < kEhCloseEnough) {
return 0.0f;
}
return 1.0f - std::min(1.0f, (1.0f - d) / s);
});
case BlendMode::kHardLight:
return DoColorBlend(dst, src, [](Vector3 d, Vector3 s) -> Vector3 {
Vector3 screen_src = 2.0 * s - 1.0;
Vector3 screen = screen_src + d - screen_src * d;
return ComponentChoose(d * (2.0 * s), //
screen, //
s, //
0.5);
});
case BlendMode::kSoftLight:
return DoColorBlend(dst, src, [](Vector3 d, Vector3 s) -> Vector3 {
Vector3 D = ComponentChoose(((16.0 * d - 12.0) * d + 4.0) * d, //
Vector3(std::sqrt(d.x), std::sqrt(d.y),
std::sqrt(d.z)), //
d, //
0.25);
return ComponentChoose(d - (1.0 - 2.0 * s) * d * (1.0 - d), //
d + (2.0 * s - 1.0) * (D - d), //
s, //
0.5);
});
case BlendMode::kDifference:
return DoColorBlend(dst, src, [](Vector3 d, Vector3 s) -> Vector3 {
return (d - s).Abs();
});
case BlendMode::kExclusion:
return DoColorBlend(dst, src, [](Vector3 d, Vector3 s) -> Vector3 {
return d + s - 2.0f * d * s;
});
case BlendMode::kMultiply:
return DoColorBlend(
dst, src, [](Vector3 d, Vector3 s) -> Vector3 { return d * s; });
case BlendMode::kHue: {
return DoColorBlend(dst, src, [](Vector3 d, Vector3 s) -> Vector3 {
return SetLuminosity(SetSaturation(s, Saturation(d)), Luminosity(d));
});
}
case BlendMode::kSaturation:
return DoColorBlend(dst, src, [](Vector3 d, Vector3 s) -> Vector3 {
return SetLuminosity(SetSaturation(d, Saturation(s)), Luminosity(d));
});
case BlendMode::kColor:
return DoColorBlend(dst, src, [](Vector3 d, Vector3 s) -> Vector3 {
return SetLuminosity(s, Luminosity(d));
});
case BlendMode::kLuminosity:
return DoColorBlend(dst, src, [](Vector3 d, Vector3 s) -> Vector3 {
return SetLuminosity(d, Luminosity(s));
});
}
}
Color Color::ApplyColorMatrix(const ColorMatrix& color_matrix) const {
auto* c = color_matrix.array;
return Color(
c[0] * red + c[1] * green + c[2] * blue + c[3] * alpha + c[4],
c[5] * red + c[6] * green + c[7] * blue + c[8] * alpha + c[9],
c[10] * red + c[11] * green + c[12] * blue + c[13] * alpha + c[14],
c[15] * red + c[16] * green + c[17] * blue + c[18] * alpha + c[19])
.Clamp01();
}
Color Color::LinearToSRGB() const {
static auto conversion = [](Scalar component) {
if (component <= 0.0031308) {
return component * 12.92;
}
return 1.055 * pow(component, (1.0 / 2.4)) - 0.055;
};
return Color(conversion(red), conversion(green), conversion(blue), alpha);
}
Color Color::SRGBToLinear() const {
static auto conversion = [](Scalar component) {
if (component <= 0.04045) {
return component / 12.92;
}
return pow((component + 0.055) / 1.055, 2.4);
};
return Color(conversion(red), conversion(green), conversion(blue), alpha);
}
std::string ColorToString(const Color& color) {
return SPrintF("R=%.1f,G=%.1f,B=%.1f,A=%.1f", //
color.red, //
color.green, //
color.blue, //
color.alpha //
);
}
} // namespace impeller