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Adjustment layers blend in their blend mode (#2618)
An adjustment layer replaced the comp below with its effects' result whatever its blend mode. As in After Effects, a mode other than Normal now blends the adjusted comp onto the comp below in that mode, inside the footprint, track matte and opacity (an adjustment layer with no effects in Screen screens the comp with itself). CPU and GPU paths. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
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co-authored by
Claude Opus 5.5
parent
e56c916085
commit
94c8bde240
@@ -522,7 +522,7 @@ impl<'a> Renderer<'a> {
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}
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/// Adjustment layer: effects applied to the comp below, limited to the layer's footprint
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/// and its track matte.
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/// and its track matte, and blended back in the layer's blend mode.
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fn draw_adjustment(&self, ctx: &EvalCtx, layer: &Layer, canvas: &mut Image, opacity: f32) {
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let Some(mut foot) = self.source(ctx, layer) else { return };
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let _ = masks::apply(ctx, layer, &mut foot, self.mask_blur(ctx, layer));
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@@ -548,6 +548,18 @@ impl<'a> Renderer<'a> {
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if adjusted.img.width != canvas.width || adjusted.img.height != canvas.height {
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return;
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}
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if layer.blend_mode != BlendMode::Normal {
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// The adjusted comp is a layer in that mode over the comp below, as in After Effects:
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// an adjustment layer with no effects in Screen screens the comp with itself (#2618).
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let mut iso = adjusted.img;
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iso.data.par_iter_mut().zip(matte.data.par_iter()).for_each(|(p, m)| {
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for c in p.iter_mut() {
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*c *= m[3];
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}
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});
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canvas.blend_from(&iso, layer.blend_mode, opacity, layer.id.0 as u32);
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return;
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}
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canvas.data.par_iter_mut().zip(adjusted.img.data.par_iter()).zip(matte.data.par_iter()).for_each(|((c, a), m)| {
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let k = m[3] * opacity;
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for i in 0..4 {
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@@ -206,6 +206,32 @@ fn track_matte_limits_an_adjustment_layer() {
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}
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}
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/// An adjustment layer's blend mode blends the adjusted comp onto the comp below, inside its
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/// footprint: with no effects, Screen screens a 0.25 grey with itself, Multiply darkens it,
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/// Normal leaves it, and Opacity mixes toward the result (#2618).
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#[test]
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fn adjustment_layer_blends_in_its_mode() {
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for (mode, opacity, want) in
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[(BlendMode::Normal, 100.0, 0.25), (BlendMode::Screen, 100.0, 0.4375), (BlendMode::Multiply, 100.0, 0.0625), (BlendMode::Screen, 50.0, 0.34375)]
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{
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let (mut p, cid, comp) = setup();
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let mut adj = solid(&mut p, &comp, [1.0, 1.0, 1.0], 100, 100);
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adj.props.prop_mut("transform/position").unwrap().value = Value::Vec3([50.0, 50.0, 0.0]);
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adj.props.prop_mut("transform/opacity").unwrap().value = Value::Scalar(opacity);
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adj.switches.adjustment = true;
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adj.blend_mode = mode;
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let bg = solid(&mut p, &comp, [0.25, 0.25, 0.25], 200, 100);
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let c = p.comp_mut(cid).unwrap();
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c.layers.push(adj);
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c.layers.push(bg);
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let img = render_frame(&p, cid, Tick::ZERO, 1.0);
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let (inside, outside) = (img.get(50, 50), img.get(150, 50));
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assert!((inside[0] - want).abs() < 1e-4, "{mode:?} {opacity}: {inside:?}");
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assert!((outside[0] - 0.25).abs() < 1e-4, "{mode:?} {opacity}: outside the footprint {outside:?}");
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assert_eq!(inside[3], 1.0, "{mode:?} keeps the comp opaque");
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}
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}
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#[test]
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fn shape_layer_draws_fill_and_stroke() {
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let (mut p, cid, comp) = setup();
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