add reference code
add reference code
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"""
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author: Chris Freilich
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description: This extension provides a blend modes node with 30 blend modes.
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"""
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from PIL import Image
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import numpy as np
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import torch
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import torch.nn.functional as F
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from colorsys import rgb_to_hsv
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from blend_modes import difference, normal, screen, soft_light, lighten_only, dodge, \
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addition, darken_only, multiply, hard_light, \
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grain_extract, grain_merge, divide, overlay
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def dissolve(backdrop, source, opacity):
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# Normalize the RGB and alpha values to 0-1
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backdrop_norm = backdrop[:, :, :3] / 255
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source_norm = source[:, :, :3] / 255
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source_alpha_norm = source[:, :, 3] / 255
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# Calculate the transparency of each pixel in the source image
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transparency = opacity * source_alpha_norm
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# Generate a random matrix with the same shape as the source image
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random_matrix = np.random.random(source.shape[:2])
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# Create a mask where the random values are less than the transparency
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mask = random_matrix < transparency
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# Use the mask to select pixels from the source or backdrop
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blend = np.where(mask[..., None], source_norm, backdrop_norm)
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# Apply the alpha channel of the source image to the blended image
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new_rgb = (1 - source_alpha_norm[..., None]) * backdrop_norm + source_alpha_norm[..., None] * blend
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# Ensure the RGB values are within the valid range
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new_rgb = np.clip(new_rgb, 0, 1)
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# Convert the RGB values back to 0-255
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new_rgb = new_rgb * 255
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# Calculate the new alpha value by taking the maximum of the backdrop and source alpha channels
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new_alpha = np.maximum(backdrop[:, :, 3], source[:, :, 3])
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# Create a new RGBA image with the calculated RGB and alpha values
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result = np.dstack((new_rgb, new_alpha))
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return result
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def rgb_to_hsv_via_torch(rgb_numpy: np.ndarray, device=None) -> torch.Tensor:
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"""
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Convert an RGB image to HSV.
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:param rgb: A tensor of shape (3, H, W) where the three channels correspond to R, G, B.
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The values should be in the range [0, 1].
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:return: A tensor of shape (3, H, W) where the three channels correspond to H, S, V.
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The hue (H) will be in the range [0, 1], while S and V will be in the range [0, 1].
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"""
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if device is None:
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device = torch.device("cuda" if torch.cuda.is_available() else "cpu")
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rgb = torch.from_numpy(rgb_numpy).float().permute(2, 0, 1).to(device)
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r, g, b = rgb[0], rgb[1], rgb[2]
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max_val, _ = torch.max(rgb, dim=0)
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min_val, _ = torch.min(rgb, dim=0)
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delta = max_val - min_val
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h = torch.zeros_like(max_val)
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s = torch.zeros_like(max_val)
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v = max_val
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# calc hue... avoid div by zero (by masking the delta)
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mask = delta != 0
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r_eq_max = (r == max_val) & mask
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g_eq_max = (g == max_val) & mask
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b_eq_max = (b == max_val) & mask
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h[r_eq_max] = (g[r_eq_max] - b[r_eq_max]) / delta[r_eq_max] % 6
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h[g_eq_max] = (b[g_eq_max] - r[g_eq_max]) / delta[g_eq_max] + 2.0
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h[b_eq_max] = (r[b_eq_max] - g[b_eq_max]) / delta[b_eq_max] + 4.0
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h = (h / 6.0) % 1.0
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# calc saturation
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s[max_val != 0] = delta[max_val != 0] / max_val[max_val != 0]
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hsv = torch.stack([h, s, v], dim=0)
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hsv_numpy = hsv.permute(1, 2, 0).cpu().numpy()
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return hsv_numpy
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def hsv_to_rgb_via_torch(hsv_numpy: np.ndarray, device=None) -> torch.Tensor:
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"""
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Convert an HSV image to RGB.
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:param hsv: A tensor of shape (3, H, W) where the three channels correspond to H, S, V.
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The H channel values should be in the range [0, 1], while S and V will be in the range [0, 1].
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:return: A tensor of shape (3, H, W) where the three channels correspond to R, G, B.
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The RGB values will be in the range [0, 1].
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"""
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if device is None:
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device = torch.device("cuda" if torch.cuda.is_available() else "cpu")
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hsv = torch.from_numpy(hsv_numpy).float().permute(2, 0, 1).to(device)
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h, s, v = hsv[0], hsv[1], hsv[2]
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c = v * s # chroma
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x = c * (1 - torch.abs((h * 6) % 2 - 1))
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m = v - c # match value
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z = torch.zeros_like(h)
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rgb = torch.zeros_like(hsv)
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# define conditions for different hue ranges
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h_cond = [
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(h < 1/6, torch.stack([c, x, z], dim=0)),
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((1/6 <= h) & (h < 2/6), torch.stack([x, c, z], dim=0)),
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((2/6 <= h) & (h < 3/6), torch.stack([z, c, x], dim=0)),
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((3/6 <= h) & (h < 4/6), torch.stack([z, x, c], dim=0)),
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((4/6 <= h) & (h < 5/6), torch.stack([x, z, c], dim=0)),
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(h >= 5/6, torch.stack([c, z, x], dim=0)),
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]
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# conditionally set RGB values based on the hue range
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for cond, result in h_cond:
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rgb[:, cond] = result[:, cond]
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# add match value to convert to final RGB values
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rgb = rgb + m
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rgb_numpy = rgb.permute(1, 2, 0).cpu().numpy()
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return rgb_numpy
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def hsv(backdrop, source, opacity, channel):
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# Convert RGBA to RGB, normalized
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backdrop_rgb = backdrop[:, :, :3] / 255.0
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source_rgb = source[:, :, :3] / 255.0
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source_alpha = source[:, :, 3] / 255.0
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# Convert RGB to HSV
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backdrop_hsv = rgb_to_hsv_via_torch(backdrop_rgb)
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source_hsv = rgb_to_hsv_via_torch(source_rgb)
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# Combine HSV values
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new_hsv = backdrop_hsv.copy()
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# Determine which channel to operate on
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if channel == "saturation":
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new_hsv[:, :, 1] = (1 - opacity * source_alpha) * backdrop_hsv[:, :, 1] + opacity * source_alpha * source_hsv[:, :, 1]
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elif channel == "luminance":
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new_hsv[:, :, 2] = (1 - opacity * source_alpha) * backdrop_hsv[:, :, 2] + opacity * source_alpha * source_hsv[:, :, 2]
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elif channel == "hue":
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new_hsv[:, :, 0] = (1 - opacity * source_alpha) * backdrop_hsv[:, :, 0] + opacity * source_alpha * source_hsv[:, :, 0]
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elif channel == "color":
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new_hsv[:, :, :2] = (1 - opacity * source_alpha[..., None]) * backdrop_hsv[:, :, :2] + opacity * source_alpha[..., None] * source_hsv[:, :, :2]
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# Convert HSV back to RGB
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new_rgb = hsv_to_rgb_via_torch(new_hsv)
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# Apply the alpha channel of the source image to the new RGB image
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new_rgb = (1 - source_alpha[..., None]) * backdrop_rgb + source_alpha[..., None] * new_rgb
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# Ensure the RGB values are within the valid range
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new_rgb = np.clip(new_rgb, 0, 1)
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# Convert RGB back to RGBA and scale to 0-255 range
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new_rgba = np.dstack((new_rgb * 255, backdrop[:, :, 3]))
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return new_rgba.astype(np.uint8)
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def saturation(backdrop, source, opacity):
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return hsv(backdrop, source, opacity, "saturation")
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def luminance(backdrop, source, opacity):
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return hsv(backdrop, source, opacity, "luminance")
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def hue(backdrop, source, opacity):
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return hsv(backdrop, source, opacity, "hue")
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def color(backdrop, source, opacity):
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return hsv(backdrop, source, opacity, "color")
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def darker_lighter_color(backdrop, source, opacity, type):
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# Normalize the RGB and alpha values to 0-1
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backdrop_norm = backdrop[:, :, :3] / 255
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source_norm = source[:, :, :3] / 255
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source_alpha_norm = source[:, :, 3] / 255
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# Convert RGB to HSV
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backdrop_hsv = np.array([rgb_to_hsv(*rgb) for row in backdrop_norm for rgb in row]).reshape(backdrop.shape[:2] + (3,))
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source_hsv = np.array([rgb_to_hsv(*rgb) for row in source_norm for rgb in row]).reshape(source.shape[:2] + (3,))
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# Create a mask where the value (brightness) of the source image is less than the value of the backdrop image
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if type == "dark":
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mask = source_hsv[:, :, 2] < backdrop_hsv[:, :, 2]
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else:
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mask = source_hsv[:, :, 2] > backdrop_hsv[:, :, 2]
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# Use the mask to select pixels from the source or backdrop
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blend = np.where(mask[..., None], source_norm, backdrop_norm)
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# Apply the alpha channel of the source image to the blended image
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new_rgb = (1 - source_alpha_norm[..., None] * opacity) * backdrop_norm + source_alpha_norm[..., None] * opacity * blend
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# Ensure the RGB values are within the valid range
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new_rgb = np.clip(new_rgb, 0, 1)
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# Convert the RGB values back to 0-255
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new_rgb = new_rgb * 255
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# Calculate the new alpha value by taking the maximum of the backdrop and source alpha channels
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new_alpha = np.maximum(backdrop[:, :, 3], source[:, :, 3])
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# Create a new RGBA image with the calculated RGB and alpha values
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result = np.dstack((new_rgb, new_alpha))
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return result
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def darker_color(backdrop, source, opacity):
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return darker_lighter_color(backdrop, source, opacity, "dark")
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def lighter_color(backdrop, source, opacity):
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return darker_lighter_color(backdrop, source, opacity, "light")
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def simple_mode(backdrop, source, opacity, mode):
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# Normalize the RGB and alpha values to 0-1
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backdrop_norm = backdrop[:, :, :3] / 255
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source_norm = source[:, :, :3] / 255
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source_alpha_norm = source[:, :, 3:4] / 255
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# Calculate the blend without any transparency considerations
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if mode == "linear_burn":
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blend = backdrop_norm + source_norm - 1
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elif mode == "linear_light":
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blend = backdrop_norm + (2 * source_norm) - 1
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elif mode == "color_dodge":
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blend = backdrop_norm / (1 - source_norm)
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blend = np.clip(blend, 0, 1)
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elif mode == "color_burn":
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blend = 1 - ((1 - backdrop_norm) / source_norm)
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blend = np.clip(blend, 0, 1)
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elif mode == "exclusion":
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blend = backdrop_norm + source_norm - (2 * backdrop_norm * source_norm)
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elif mode == "subtract":
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blend = backdrop_norm - source_norm
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elif mode == "vivid_light":
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blend = np.where(source_norm <= 0.5, backdrop_norm / (1 - 2 * source_norm), 1 - (1 -backdrop_norm) / (2 * source_norm - 0.5) )
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blend = np.clip(blend, 0, 1)
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elif mode == "pin_light":
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blend = np.where(source_norm <= 0.5, np.minimum(backdrop_norm, 2 * source_norm), np.maximum(backdrop_norm, 2 * (source_norm - 0.5)))
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elif mode == "hard_mix":
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blend = simple_mode(backdrop, source, opacity, "linear_light")
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blend = np.round(blend[:, :, :3] / 255)
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# Apply the blended layer back onto the backdrop layer while utilizing the alpha channel and opacity information
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new_rgb = (1 - source_alpha_norm * opacity) * backdrop_norm + source_alpha_norm * opacity * blend
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# Ensure the RGB values are within the valid range
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new_rgb = np.clip(new_rgb, 0, 1)
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# Convert the RGB values back to 0-255
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new_rgb = new_rgb * 255
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# Calculate the new alpha value by taking the maximum of the backdrop and source alpha channels
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new_alpha = np.maximum(backdrop[:, :, 3], source[:, :, 3])
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# Create a new RGBA image with the calculated RGB and alpha values
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result = np.dstack((new_rgb, new_alpha))
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return result
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def linear_light(backdrop, source, opacity):
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return simple_mode(backdrop, source, opacity, "linear_light")
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def vivid_light(backdrop, source, opacity):
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return simple_mode(backdrop, source, opacity, "vivid_light")
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def pin_light(backdrop, source, opacity):
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return simple_mode(backdrop, source, opacity, "pin_light")
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def hard_mix(backdrop, source, opacity):
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return simple_mode(backdrop, source, opacity, "hard_mix")
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def linear_burn(backdrop, source, opacity):
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return simple_mode(backdrop, source, opacity, "linear_burn")
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def color_dodge(backdrop, source, opacity):
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return simple_mode(backdrop, source, opacity, "color_dodge")
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def color_burn(backdrop, source, opacity):
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return simple_mode(backdrop, source, opacity, "color_burn")
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def exclusion(backdrop, source, opacity):
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return simple_mode(backdrop, source, opacity, "exclusion")
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def subtract(backdrop, source, opacity):
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return simple_mode(backdrop, source, opacity, "subtract")
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BLEND_MODES = {
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"normal": normal,
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"dissolve": dissolve,
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"darken": darken_only,
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"multiply": multiply,
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"color burn": color_burn,
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"linear burn": linear_burn,
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"darker color": darker_color,
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"lighten": lighten_only,
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"screen": screen,
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"color dodge": color_dodge,
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"linear dodge(add)": addition,
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"lighter color": lighter_color,
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"dodge": dodge,
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"overlay": overlay,
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"soft light": soft_light,
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"hard light": hard_light,
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"vivid light": vivid_light,
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"linear light": linear_light,
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"pin light": pin_light,
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"hard mix": hard_mix,
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"difference": difference,
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"exclusion": exclusion,
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"subtract": subtract,
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"divide": divide,
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"hue": hue,
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"saturation": saturation,
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"color": color,
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"luminosity": luminance,
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"grain extract": grain_extract,
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"grain merge": grain_merge
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}
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