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1 /*
2  * Copyright 2017 Google Inc.
3  *
4  * Use of this source code is governed by a BSD-style license that can be
5  * found in the LICENSE file.
6  */
7 
8 #include "gm/gm.h"
9 #include "include/core/SkBlendMode.h"
10 #include "include/core/SkCanvas.h"
11 #include "include/core/SkColor.h"
12 #include "include/core/SkFont.h"
13 #include "include/core/SkPaint.h"
14 #include "include/core/SkTypeface.h"
15 #include "include/core/SkTypes.h"
16 #include "tools/ToolUtils.h"
17 
18 // Hue, Saturation, Color, and Luminosity blend modes are oddballs.
19 // They nominally convert their inputs to unpremul, then to HSL, then
20 // mix-and-match H,S,and L from Src and Dst, then convert back, then premul.
21 //
22 // In practice that's slow, so instead we pick the color with the correct
23 // Hue, and then (approximately) apply the other's Saturation and/or Luminosity.
24 // This isn't just an optimization... it's how the modes are specified.
25 //
26 // Each mode's name describes the Src H,S,L components to keep, taking the
27 // others from Dst, where Color == Hue + Saturation.  Color and Luminosity
28 // are each other's complements; Hue and Saturation have no complement.
29 //
30 // All these modes were originally designed to operate on gamma-encoded values,
31 // and that's what everyone's used to seeing.  It's unclear wehther they make
32 // any sense in a gamma-correct world.  They certainly won't look at all similar.
33 //
34 // We have had many inconsistent implementations of these modes.
35 // This GM tries to demonstrate unambigously how they should work.
36 //
37 // To go along with our inconsistent implementations, there are two slightly
38 // inconsistent specifications of how to perform these blends,
39 //   web: https://www.w3.org/TR/compositing-1/#blendingnonseparable
40 //   KHR: https://www.khronos.org/registry/OpenGL/extensions/KHR/KHR_blend_equation_advanced.txt
41 // It looks like these are meant to be identical, but they disagree on at least ClipColor().
42 //
43 // I think the KHR version is just wrong... it produces values >1.  So we use the web version.
44 
min(float r,float g,float b)45 static float min(float r, float g, float b) { return SkTMin(r, SkTMin(g, b)); }
max(float r,float g,float b)46 static float max(float r, float g, float b) { return SkTMax(r, SkTMax(g, b)); }
47 
sat(float r,float g,float b)48 static float sat(float r, float g, float b) { return max(r,g,b) - min(r,g,b); }
lum(float r,float g,float b)49 static float lum(float r, float g, float b) { return r*0.30f + g*0.59f + b*0.11f; }
50 
51 // The two SetSat() routines in the specs look different, but they're logically equivalent.
52 // Both map the minimum channel to 0, maximum to s, and scale the middle proportionately.
53 // The KHR version has done a better job at simplifying its math, so we use it here.
set_sat(float * r,float * g,float * b,float s)54 static void set_sat(float* r, float* g, float* b, float s) {
55     float mn = min(*r,*g,*b),
56           mx = max(*r,*g,*b);
57     auto channel = [=](float c) {
58         return mx == mn ? 0
59                         : (c - mn) * s / (mx - mn);
60     };
61     *r = channel(*r);
62     *g = channel(*g);
63     *b = channel(*b);
64 }
clip_color(float * r,float * g,float * b)65 static void clip_color(float* r, float* g, float* b) {
66     float l  = lum(*r,*g,*b),
67           mn = min(*r,*g,*b),
68           mx = max(*r,*g,*b);
69     auto clip = [=](float c) {
70         if (mn < 0) { c = l + (c - l) * (    l) / (l - mn); }
71         if (mx > 1) { c = l + (c - l) * (1 - l) / (mx - l); }
72         SkASSERT(-0.0001f <  c);   // This may end up very slightly negative...
73         SkASSERT(       c <= 1);
74         return c;
75     };
76     *r = clip(*r);
77     *g = clip(*g);
78     *b = clip(*b);
79 }
set_lum(float * r,float * g,float * b,float l)80 static void set_lum(float* r, float* g, float* b, float l) {
81     float diff = l - lum(*r,*g,*b);
82     *r += diff;
83     *g += diff;
84     *b += diff;
85     clip_color(r,g,b);
86 }
87 
88 
hue(float dr,float dg,float db,float * sr,float * sg,float * sb)89 static void hue(float  dr, float  dg, float  db,
90                 float* sr, float* sg, float* sb) {
91     // Hue of Src, Saturation and Luminosity of Dst.
92     float R = *sr,
93           G = *sg,
94           B = *sb;
95     set_sat(&R,&G,&B, sat(dr,dg,db));
96     set_lum(&R,&G,&B, lum(dr,dg,db));
97     *sr = R;
98     *sg = G;
99     *sb = B;
100 }
101 
saturation(float dr,float dg,float db,float * sr,float * sg,float * sb)102 static void saturation(float  dr, float  dg, float  db,
103                        float* sr, float* sg, float* sb) {
104     // Saturation of Src, Hue and Luminosity of Dst
105     float R = dr,
106           G = dg,
107           B = db;
108     set_sat(&R,&G,&B, sat(*sr,*sg,*sb));
109     set_lum(&R,&G,&B, lum( dr, dg, db));  // This may seem redundant, but it is not.
110     *sr = R;
111     *sg = G;
112     *sb = B;
113 }
114 
color(float dr,float dg,float db,float * sr,float * sg,float * sb)115 static void color(float  dr, float  dg, float  db,
116                   float* sr, float* sg, float* sb) {
117     // Hue and Saturation of Src, Luminosity of Dst.
118     float R = *sr,
119           G = *sg,
120           B = *sb;
121     set_lum(&R,&G,&B, lum(dr,dg,db));
122     *sr = R;
123     *sg = G;
124     *sb = B;
125 }
126 
luminosity(float dr,float dg,float db,float * sr,float * sg,float * sb)127 static void luminosity(float  dr, float  dg, float  db,
128                        float* sr, float* sg, float* sb) {
129     // Luminosity of Src, Hue and Saturation of Dst.
130     float R = dr,
131           G = dg,
132           B = db;
133     set_lum(&R,&G,&B, lum(*sr,*sg,*sb));
134     *sr = R;
135     *sg = G;
136     *sb = B;
137 }
138 
blend(SkColor dst,SkColor src,void (* mode)(float,float,float,float *,float *,float *))139 static SkColor blend(SkColor dst, SkColor src,
140                      void (*mode)(float,float,float, float*,float*,float*)) {
141 
142     SkASSERT(SkColorGetA(dst) == 0xff
143           && SkColorGetA(src) == 0xff);   // Not fundamental, just simplifying for this GM.
144 
145     SkColor4f d = SkColor4f::FromColor(dst),
146               s = SkColor4f::FromColor(src);
147 
148     mode( d.fR,  d.fG,  d.fB,
149          &s.fR, &s.fG, &s.fB);
150 
151     return s.toSkColor();
152 }
153 
154 DEF_SIMPLE_GM(hsl, canvas, 600, 100) {
155     SkPaint paint;
156     SkFont  font(ToolUtils::create_portable_typeface());
157 
158     const char* comment = "HSL blend modes are correct when you see no circles in the squares.";
159     canvas->drawString(comment, 10,10, font, paint);
160 
161     // Just to keep things reaaaal simple, we'll only use opaque colors.
162     SkPaint bg, fg;
163     bg.setColor(0xff00ff00);  // Fully-saturated bright green,  H = 120°, S = 100%, L =  50%.
164     fg.setColor(0xff7f3f7f);  // Partly-saturated dim magenta,  H = 300°, S = ~33%, L = ~37%.
165 
166     struct {
167         SkBlendMode mode;
168         void (*reference)(float,float,float, float*,float*,float*);
169     } tests[] = {
170         { SkBlendMode::kSrc,        nullptr    },
171         { SkBlendMode::kDst,        nullptr    },
172         { SkBlendMode::kHue,        hue        },
173         { SkBlendMode::kSaturation, saturation },
174         { SkBlendMode::kColor,      color      },
175         { SkBlendMode::kLuminosity, luminosity },
176     };
177     for (auto test : tests) {
178         canvas->drawRect({20,20,80,80}, bg);
179 
180         fg.setBlendMode(test.mode);
181         canvas->drawRect({20,20,80,80}, fg);
182 
183         if (test.reference) {
184             SkPaint ref;
185             ref.setColor(blend(bg.getColor(), fg.getColor(), test.reference));
186             canvas->drawCircle(50,50, 20, ref);
187         }
188 
189         canvas->drawString(SkBlendMode_Name(test.mode), 20, 90, font, paint);
190 
191         canvas->translate(100,0);
192     }
193 }
194