ruffle/render/wgpu/src/blend.rs

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use enum_map::Enum;
use ruffle_render::{commands::RenderBlendMode, pixel_bender::PixelBenderShaderHandle};
use swf::BlendMode;
#[derive(Enum, Debug, Copy, Clone)]
pub enum ComplexBlend {
Multiply, // Can't be trivial, 0 alpha is special case
Lighten, // Might be trivial but I can't reproduce the right colors
Darken, // Might be trivial but I can't reproduce the right colors
Difference, // Can't be trivial, relies on abs operation
Invert, // May be trivial using a constant? Hard because it's without premultiplied alpha
Alpha, // Can't be trivial, requires layer tracking
Erase, // Can't be trivial, requires layer tracking
Overlay, // Can't be trivial, big math expression
HardLight, // Can't be trivial, big math expression
}
#[derive(Debug, Clone)]
pub enum BlendType {
/// Trivial blends can be expressed with just a "draw bitmap" with blend states
Trivial(TrivialBlend),
/// Complex blends require a shader to express, so they are separated out into their own render
Complex(ComplexBlend),
/// Invoke a custom `PixelBender` shader.
Shader(PixelBenderShaderHandle),
}
impl BlendType {
pub fn from(mode: RenderBlendMode) -> BlendType {
match mode {
RenderBlendMode::Builtin(BlendMode::Normal) => BlendType::Trivial(TrivialBlend::Normal),
RenderBlendMode::Builtin(BlendMode::Layer) => BlendType::Trivial(TrivialBlend::Normal),
RenderBlendMode::Builtin(BlendMode::Multiply) => {
BlendType::Complex(ComplexBlend::Multiply)
}
RenderBlendMode::Builtin(BlendMode::Screen) => BlendType::Trivial(TrivialBlend::Screen),
RenderBlendMode::Builtin(BlendMode::Lighten) => {
BlendType::Complex(ComplexBlend::Lighten)
}
RenderBlendMode::Builtin(BlendMode::Darken) => BlendType::Complex(ComplexBlend::Darken),
RenderBlendMode::Builtin(BlendMode::Difference) => {
BlendType::Complex(ComplexBlend::Difference)
}
RenderBlendMode::Builtin(BlendMode::Add) => BlendType::Trivial(TrivialBlend::Add),
RenderBlendMode::Builtin(BlendMode::Subtract) => {
BlendType::Trivial(TrivialBlend::Subtract)
}
RenderBlendMode::Builtin(BlendMode::Invert) => BlendType::Complex(ComplexBlend::Invert),
RenderBlendMode::Builtin(BlendMode::Alpha) => BlendType::Complex(ComplexBlend::Alpha),
RenderBlendMode::Builtin(BlendMode::Erase) => BlendType::Complex(ComplexBlend::Erase),
RenderBlendMode::Builtin(BlendMode::Overlay) => {
BlendType::Complex(ComplexBlend::Overlay)
}
RenderBlendMode::Builtin(BlendMode::HardLight) => {
BlendType::Complex(ComplexBlend::HardLight)
}
RenderBlendMode::Shader(shader) => BlendType::Shader(shader),
}
}
pub fn default_color(&self) -> wgpu::Color {
wgpu::Color::TRANSPARENT
}
}
#[derive(Enum, Debug, Copy, Clone)]
pub enum TrivialBlend {
Normal,
Add,
Subtract,
Screen,
}
impl TrivialBlend {
pub fn blend_state(self) -> wgpu::BlendState {
// out = <src_factor> * src <operation> <dst_factor> * dst
match self {
TrivialBlend::Normal => wgpu::BlendState::PREMULTIPLIED_ALPHA_BLENDING,
TrivialBlend::Add => wgpu::BlendState {
color: wgpu::BlendComponent {
src_factor: wgpu::BlendFactor::One,
dst_factor: wgpu::BlendFactor::One,
operation: wgpu::BlendOperation::Add,
},
alpha: wgpu::BlendComponent::OVER,
},
TrivialBlend::Screen => wgpu::BlendState {
color: wgpu::BlendComponent {
src_factor: wgpu::BlendFactor::One,
dst_factor: wgpu::BlendFactor::OneMinusSrc,
operation: wgpu::BlendOperation::Add,
},
alpha: wgpu::BlendComponent::OVER,
},
TrivialBlend::Subtract => wgpu::BlendState {
color: wgpu::BlendComponent {
src_factor: wgpu::BlendFactor::One,
dst_factor: wgpu::BlendFactor::One,
operation: wgpu::BlendOperation::ReverseSubtract,
},
alpha: wgpu::BlendComponent::OVER,
},
}
}
}