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https://github.com/webmproject/libwebp.git
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add WebPBlendAlpha() function to blend colors against background
new option: -blend_alpha 0xrrggbb also: don't force picture.use_argb value for lossless. Instead, delay the YUVA<->ARGB conversion till WebPEncode() is called. This make the blending more accurate when source is ARGB and lossy compression is used (YUVA). This has an effect on cropping/rescaling. E.g. for PNG, these are now done in ARGB colorspace instead of YUV when lossy compression is used. Change-Id: I18571f1b1179881737a8dbd23ad0aa8cddae3c6b
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@ -32,6 +32,10 @@ static const union {
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} test_endian = { 0xff000000u };
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#define ALPHA_IS_LAST (test_endian.bytes[3] == 0xff)
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static WEBP_INLINE uint32_t MakeARGB32(int r, int g, int b) {
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return (0xff000000u | (r << 16) | (g << 8) | b);
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}
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//------------------------------------------------------------------------------
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// WebPPicture
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//------------------------------------------------------------------------------
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@ -696,10 +700,7 @@ static int Import(WebPPicture* const picture,
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for (x = 0; x < width; ++x) {
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const int offset = step * x + y * rgb_stride;
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const uint32_t argb =
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0xff000000u |
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(r_ptr[offset] << 16) |
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(g_ptr[offset] << 8) |
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(b_ptr[offset]);
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MakeARGB32(r_ptr[offset], g_ptr[offset], b_ptr[offset]);
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picture->argb[x + y * picture->argb_stride] = argb;
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}
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}
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@ -910,6 +911,89 @@ void WebPCleanupTransparentArea(WebPPicture* pic) {
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#undef SIZE
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#undef SIZE2
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//------------------------------------------------------------------------------
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// Blend color and remove transparency info
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#define BLEND(V0, V1, ALPHA) \
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((((V0) * (255 - (ALPHA)) + (V1) * (ALPHA)) * 0x101) >> 16)
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#define BLEND_10BIT(V0, V1, ALPHA) \
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((((V0) * (1020 - (ALPHA)) + (V1) * (ALPHA)) * 0x101) >> 18)
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void WebPBlendAlpha(WebPPicture* pic, uint32_t background_rgb) {
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const int red = (background_rgb >> 16) & 0xff;
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const int green = (background_rgb >> 8) & 0xff;
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const int blue = (background_rgb >> 0) & 0xff;
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int x, y;
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if (pic == NULL) return;
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if (!pic->use_argb) {
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const int uv_width = (pic->width >> 1); // omit last pixel during u/v loop
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const int Y0 = VP8RGBToY(red, green, blue);
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// VP8RGBToU/V expects the u/v values summed over four pixels
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const int U0 = VP8RGBToU(4 * red, 4 * green, 4 * blue);
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const int V0 = VP8RGBToV(4 * red, 4 * green, 4 * blue);
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const int has_alpha = pic->colorspace & WEBP_CSP_ALPHA_BIT;
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if (!has_alpha || pic->a == NULL) return; // nothing to do
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for (y = 0; y < pic->height; ++y) {
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// Luma blending
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uint8_t* const y_ptr = pic->y + y * pic->y_stride;
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uint8_t* const a_ptr = pic->a + y * pic->a_stride;
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for (x = 0; x < pic->width; ++x) {
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const int alpha = a_ptr[x];
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if (alpha < 0xff) {
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y_ptr[x] = BLEND(Y0, y_ptr[x], a_ptr[x]);
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}
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}
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// Chroma blending every even line
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if ((y & 1) == 0) {
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uint8_t* const u = pic->u + (y >> 1) * pic->uv_stride;
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uint8_t* const v = pic->v + (y >> 1) * pic->uv_stride;
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uint8_t* const a_ptr2 =
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(y + 1 == pic->height) ? a_ptr : a_ptr + pic->a_stride;
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for (x = 0; x < uv_width; ++x) {
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// Average four alpha values into a single blending weight.
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// TODO(skal): might lead to visible contouring. Can we do better?
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const int alpha =
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a_ptr[2 * x + 0] + a_ptr[2 * x + 1] +
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a_ptr2[2 * x + 0] + a_ptr2[2 * x + 1];
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u[x] = BLEND_10BIT(U0, u[x], alpha);
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v[x] = BLEND_10BIT(V0, v[x], alpha);
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}
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if (pic->width & 1) { // rightmost pixel
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const int alpha = 2 * (a_ptr[2 * x + 0] + a_ptr2[2 * x + 0]);
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u[x] = BLEND_10BIT(U0, u[x], alpha);
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v[x] = BLEND_10BIT(V0, v[x], alpha);
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}
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}
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memset(a_ptr, 0xff, pic->width);
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}
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} else {
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uint32_t* argb = pic->argb;
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const uint32_t background = MakeARGB32(red, green, blue);
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for (y = 0; y < pic->height; ++y) {
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for (x = 0; x < pic->width; ++x) {
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const int alpha = (argb[x] >> 24) & 0xff;
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if (alpha != 0xff) {
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if (alpha > 0) {
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int r = (argb[x] >> 16) & 0xff;
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int g = (argb[x] >> 8) & 0xff;
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int b = (argb[x] >> 0) & 0xff;
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r = BLEND(red, r, alpha);
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g = BLEND(green, g, alpha);
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b = BLEND(blue, b, alpha);
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argb[x] = MakeARGB32(r, g, b);
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} else {
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argb[x] = background;
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}
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}
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}
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argb += pic->argb_stride;
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}
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}
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}
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#undef BLEND
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#undef BLEND_10BIT
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//------------------------------------------------------------------------------
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// local-min distortion
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//
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@ -456,6 +456,11 @@ WEBP_EXTERN(void) WebPCleanupTransparentArea(WebPPicture* picture);
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// alpha plane can be ignored altogether e.g.).
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WEBP_EXTERN(int) WebPPictureHasTransparency(const WebPPicture* picture);
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// Remove the transparency information (if present) by blending the color with
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// the background color 'background_rgb' (specified as 24bit RGB triplet).
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// After this call, all alpha values are reset to 0xff.
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WEBP_EXTERN(void) WebPBlendAlpha(WebPPicture* pic, uint32_t background_rgb);
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//------------------------------------------------------------------------------
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// Main call
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