Add image.premultiply_alpha helper.

This commit is contained in:
Jeroen van Rijn
2024-08-03 12:58:43 +02:00
parent ac483f72eb
commit 90e573c54a
+36
View File
@@ -1320,6 +1320,42 @@ blend_pixel :: #force_inline proc(fg: [$N]$T, alpha: T, bg: [N]T) -> (res: [N]T)
}
blend :: proc{blend_single_channel, blend_pixel}
// For all pixels of the image, multiplies R, G and B by Alpha. This is useful mainly for games rendering anti-aliased transparent sprites.
// Grayscale with alpha images are supported as well.
// Note that some image formats like QOI explicitly do NOT support premultiplied alpha, so you will end up with a non-standard file.
premultiply_alpha :: proc(img: ^Image) -> (ok: bool) {
switch {
case img.channels == 2 && img.depth == 8:
pixels := mem.slice_data_cast([]GA_Pixel, img.pixels.buf[:])
for &pixel in pixels {
pixel.r = u8(u32(pixel.r) * u32(pixel.g) / 0xFF)
}
return true
case img.channels == 2 && img.depth == 16:
pixels := mem.slice_data_cast([]GA_Pixel_16, img.pixels.buf[:])
for &pixel in pixels {
pixel.r = u16(u32(pixel.r) * u32(pixel.g) / 0xFFFF)
}
return true
case img.channels == 4 && img.depth == 8:
pixels := mem.slice_data_cast([]RGBA_Pixel, img.pixels.buf[:])
for &pixel in pixels {
pixel.r = u8(u32(pixel.r) * u32(pixel.a) / 0xFF)
pixel.g = u8(u32(pixel.g) * u32(pixel.a) / 0xFF)
pixel.b = u8(u32(pixel.b) * u32(pixel.a) / 0xFF)
}
return true
case img.channels == 4 && img.depth == 16:
pixels := mem.slice_data_cast([]RGBA_Pixel_16, img.pixels.buf[:])
for &pixel in pixels {
pixel.r = u16(u32(pixel.r) * u32(pixel.a) / 0xFFFF)
pixel.g = u16(u32(pixel.g) * u32(pixel.a) / 0xFFFF)
pixel.b = u16(u32(pixel.b) * u32(pixel.a) / 0xFFFF)
}
return true
case: return false
}
}
// Replicates grayscale values into RGB(A) 8- or 16-bit images as appropriate.
// Returns early with `false` if already an RGB(A) image.