Fix blend modes to work correctly with alpha channels.

This commit is contained in:
Jürg Lehni 2011-06-01 19:25:43 +01:00
parent 0d1fcfbb81
commit 09e9298bf4

View file

@ -48,118 +48,143 @@ var BlendMode = {
sourceCanvas.width, sourceCanvas.height).data,
min = Math.min,
max = Math.max,
sA, dA, rA, sM, dM, rM, sRA, sGA, sBA, dRA, dGA, dBA;
abs = Math.abs,
sr, sb, sg, sa, // source
br, bb, bg, ba, // backdrop
dr, dg, db; // destination
// TODO: Some blend modes seem broken at the moment, e.g. dodge, burn
var modes = {
multiply: function(i) {
var sA1 = 1 - sA, dA1 = 1 - dA;
dst[i] = (sRA * dRA + sRA * dA1 + dRA * sA1) * rM;
dst[i + 1] = (sGA * dGA + sGA * dA1 + dGA * sA1) * rM;
dst[i + 2] = (sBA * dBA + sBA * dA1 + dBA * sA1) * rM;
multiply: function() {
dr = br * sr / 255;
dg = bg * sg / 255;
db = bb * sb / 255;
},
screen: function(i) {
dst[i] = (sRA + dRA - sRA * dRA) * rM;
dst[i + 1] = (sGA + dGA - sGA * dGA) * rM;
dst[i + 2] = (sBA + dBA - sBA * dBA) * rM;
screen: function() {
dr = 255 - (255 - br) * (255 - sr) / 255;
dg = 255 - (255 - bg) * (255 - sg) / 255;
db = 255 - (255 - bb) * (255 - sb) / 255;
},
overlay: function(i) {
overlay: function() {
// = Reverse of hard-light
// Correct for 100% opacity case; colors get clipped as opacity falls
dst[i] = dRA <= 0.5 ? (2 * src[i] * dRA / dA) : 255 - (2 - 2 * dRA / dA) * (255 - src[i]);
dst[i + 1] = dGA <= 0.5 ? (2 * src[i + 1] * dGA / dA) : 255 - (2 - 2 * dGA / dA) * (255 - src[i + 1]);
dst[i + 2] = dBA <= 0.5 ? (2 * src[i + 2] * dBA / dA) : 255 - (2 - 2 * dBA / dA) * (255 - src[i + 2]);
dr = br < 128 ? 2 * br * sr / 255 : 255 - 2 * (255 - br) * (255 - sr) / 255;
dg = bg < 128 ? 2 * bg * sg / 255 : 255 - 2 * (255 - bg) * (255 - sg) / 255;
db = bb < 128 ? 2 * bb * sb / 255 : 255 - 2 * (255 - bb) * (255 - sb) / 255;
},
// TODO: Missing: soft-light
'hard-light': function(i) {
dst[i] = sRA <= 0.5 ? (2 * dst[i] * sRA / dA) : 255 - (2 - 2 * sRA / sA) * (255 - dst[i]);
dst[i + 1] = sGA <= 0.5 ? (2 * dst[i + 1] * sGA / dA) : 255 - (2 - 2 * sGA / sA) * (255 - dst[i + 1]);
dst[i + 2] = sBA <= 0.5 ? (2 * dst[i + 2] * sBA / dA) : 255 - (2 - 2 * sBA / sA) * (255 - dst[i + 2]);
'soft-light': function() {
var d = sr * br / 255;
dr = d + br * (255 - (255 - br) * (255 - sr) / 255 - d) / 255;
d = sg * bg / 255;
dg = d + bg * (255 - (255 - bg) * (255 - sg) / 255 - d) / 255;
d = sb * bb / 255;
db = d + bb * (255 - (255 - bb) * (255 - sb) / 255 - d) / 255;
},
'color-dodge': function(i) {
dst[i] = src[i] == 255 && dRA == 0 ? 255 : min(255, dst[i] / (255 - src[i] )) * rM;
dst[i + 1] = src[i + 1] == 255 && dGA == 0 ? 255 : min(255, dst[i + 1] / (255 - src[i + 1])) * rM;
dst[i + 2] = src[i + 2] == 255 && dBA == 0 ? 255 : min(255, dst[i + 2] / (255 - src[i + 2])) * rM;
'hard-light': function() {
dr = sr < 128 ? 2 * sr * br / 255 : 255 - 2 * (255 - sr) * (255 - br) / 255;
dg = sg < 128 ? 2 * sg * bg / 255 : 255 - 2 * (255 - sg) * (255 - bg) / 255;
db = sb < 128 ? 2 * sb * bb / 255 : 255 - 2 * (255 - sb) * (255 - bb) / 255;
},
'color-burn': function(i) {
dst[i] = src[i] == 0 && dRA == 0 ? 0 : (1 - min(1, (1 - dRA) / sRA)) * rM;
dst[i + 1] = src[i + 1] == 0 && dGA == 0 ? 0 : (1 - min(1, (1 - dGA) / sGA)) * rM;
dst[i + 2] = src[i + 2] == 0 && dBA == 0 ? 0 : (1 - min(1, (1 - dBA) / sBA)) * rM;
'color-dodge': function() {
dr = sr == 255 ? sr : min(255, br * 255 / (255 - sr));
dg = sg == 255 ? sg : min(255, bg * 255 / (255 - sg));
db = sb == 255 ? sb : min(255, bb * 255 / (255 - sb));
},
darken: function(i) {
dst[i] = min(sRA, dRA) * rM;
dst[i + 1] = min(sGA, dGA) * rM;
dst[i + 2] = min(sBA, dBA) * rM;
'color-burn': function() {
dr = sr == 0 ? 0 : max(255 - ((255 - br) * 255) / sr, 0);
dg = sg == 0 ? 0 : max(255 - ((255 - bg) * 255) / sg, 0);
db = sb == 0 ? 0 : max(255 - ((255 - bb) * 255) / sb, 0);
},
lighten: function(i) {
dst[i] = max(sRA, dRA) * rM;
dst[i + 1] = max(sGA, dGA) * rM;
dst[i + 2] = max(sBA, dBA) * rM;
darken: function() {
dr = br < sr ? br : sr;
dg = bg < sg ? bg : sg;
db = bb < sb ? bb : sb;
},
difference: function(i) {
dst[i] = (sRA + dRA - 2 * min(sRA * dA, dRA * sA)) * rM;
dst[i + 1] = (sGA + dGA - 2 * min(sGA * dA, dGA * sA)) * rM;
dst[i + 2] = (sBA + dBA - 2 * min(sBA * dA, dBA * sA)) * rM;
lighten: function() {
dr = br > sr ? br : sr;
dg = bg > sg ? bg : sg;
db = bb > sb ? bb : sb;
},
exclusion: function(i) {
dst[i] = (dRA + sRA - 2 * dRA * sRA) * rM;
dst[i + 1] = (dGA + sGA - 2 * dGA * sGA) * rM;
dst[i + 2] = (dBA + sBA - 2 * dBA * sBA) * rM;
difference: function() {
dr = br - sr;
if (dr < 0)
dr = -dr;
dg = bg - sg;
if (dg < 0)
dg = -dg;
db = bb - sb;
if (db < 0)
db = -db;
},
exclusion: function() {
dr = br + sr * (255 - br - br) / 255;
dg = bg + sg * (255 - bg - bg) / 255;
db = bb + sb * (255 - bb - bb) / 255;
},
// TODO: Missing: hue, saturation, color, luminosity
// Not in Illustrator:
'src-in': function(i) {
// Only differs from Photoshop in low - opacity areas
rA = sA * dA;
rM = 255 / rA;
dst[i] = sRA * dA * rM;
dst[i + 1] = sGA * dA * rM;
dst[i + 2] = sBA * dA * rM;
// TODO: Not in Illustrator:
add: function() {
dr = min(br + sr, 255);
dg = min(bg + sg, 255);
db = min(bb + sb, 255);
},
add: function(i) {
// Photoshop doesn't simply add the alpha channels,
// this might be correct wrt SVG 1.2
rA = min(1, sA + dA);
rM = 255 / rA;
dst[i] = min(sRA + dRA, 1) * rM;
dst[i + 1] = min(sGA + dGA, 1) * rM;
dst[i + 2] = min(sBA + dBA, 1) * rM;
subtract: function() {
dr = max(br - sr, 0);
dg = max(bg - sg, 0);
db = max(bb - sb, 0);
},
average: function() {
dr = (br + sr) / 2;
dg = (bg + sg) / 2;
db = (bb + sb) / 2;
},
'pin-light': function() {
var op = sr < 128 ? min : max;
dr = op(sr, br);
dg = op(sg, bg);
db = op(sb, bb);
},
negation: function() {
dr = 255 - abs(255 - sr - br);
dg = 255 - abs(255 - sg - bg);
db = 255 - abs(255 - sb - bb);
}
};
var process = modes[blendMode];
if (!process)
return;
opacity /= 255;
for (var i = 0, l = dst.length; i < l; i += 4) {
sA = src[i + 3] * opacity;
dA = dst[i + 3] / 255;
rA = sA + dA - sA * dA;
sM = sA / 255;
dM = dA / 255;
sRA = src[i] * sM;
dRA = dst[i] * dM;
sGA = src[i + 1] * sM;
dGA = dst[i + 1] * dM;
sBA = src[i + 2] * sM;
dBA = dst[i + 2] * dM;
rM = 255 / rA;
process(i);
dst[i + 3] = rA * 255;
sr = src[i];
br = dst[i];
sg = src[i + 1];
bg = dst[i + 1];
sb = src[i + 2];
bb = dst[i + 2];
sa = src[i + 3];
ba = dst[i + 3];
process();
var a1 = sa * opacity / 255,
a2 = 1 - a1;
dst[i] = a1 * dr + a2 * br;
dst[i + 1] = a1 * dg + a2 * bg;
dst[i + 2] = a1 * db + a2 * bb;
dst[i + 3] = sa * opacity + a2 * ba;
}
destContext.putImageData(dstData, offset.x, offset.y);
}