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fix: Unmultiply before brightening #3407

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Dec 16, 2024
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89 changes: 67 additions & 22 deletions packages/flame/lib/src/extensions/image.dart
Original file line number Diff line number Diff line change
Expand Up @@ -4,6 +4,7 @@ import 'dart:ui';

import 'package:flame/extensions.dart';
import 'package:flame/palette.dart';
import 'package:flutter/painting.dart';

export 'dart:ui' show Image;

Expand Down Expand Up @@ -53,17 +54,39 @@ extension ImageExtension on Image {
final newPixelData = Uint8List(pixelData.length);

for (var i = 0; i < pixelData.length; i += 4) {
final color = Color.fromARGB(
pixelData[i + 3],
pixelData[i + 0],
pixelData[i + 1],
pixelData[i + 2],
).darken(amount);

newPixelData[i] = (color.r * 255).round();
newPixelData[i + 1] = (color.g * 255).round();
newPixelData[i + 2] = (color.b * 255).round();
newPixelData[i + 3] = (color.a * 255).round();
final a = pixelData[i + 3] / 255;

// Lets avoid division by zero.
if (a == 0) {
newPixelData[i + 0] = pixelData[i + 0];
newPixelData[i + 1] = pixelData[i + 1];
newPixelData[i + 2] = pixelData[i + 2];
newPixelData[i + 3] = pixelData[i + 3];
continue;
}

// Reverse premultiplied alpha.
var r = (pixelData[i + 0] / 255) / a;
var g = (pixelData[i + 1] / 255) / a;
var b = (pixelData[i + 2] / 255) / a;

// Convert to HSL (Hue, Saturation, and Lightness).
var hsl =
HSLColor.fromColor(Color.from(alpha: a, red: r, green: g, blue: b));
hsl = hsl.withLightness(
clampDouble(hsl.lightness * amount, 0, 1.0),
);

final color = hsl.toColor();
r = color.r;
g = color.g;
b = color.b;

// Premultiply the new color.
newPixelData[i + 0] = (r * a * 255).round();
newPixelData[i + 1] = (g * a * 255).round();
newPixelData[i + 2] = (b * a * 255).round();
newPixelData[i + 3] = pixelData[i + 3];
}
return fromPixels(newPixelData, width, height);
}
Expand All @@ -78,17 +101,39 @@ extension ImageExtension on Image {
final newPixelData = Uint8List(pixelData.length);

for (var i = 0; i < pixelData.length; i += 4) {
final color = Color.fromARGB(
pixelData[i + 3],
pixelData[i + 0],
pixelData[i + 1],
pixelData[i + 2],
).brighten(amount);

newPixelData[i] = (color.r * 255).round();
newPixelData[i + 1] = (color.g * 255).round();
newPixelData[i + 2] = (color.b * 255).round();
newPixelData[i + 3] = (color.a * 255).round();
final a = pixelData[i + 3] / 255;
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do we need to do this on darken as well? [even though the issue is not visible with the example image on darken I imagine there could be similar thing going on]
or even put it on pixelsInUint8() so everyone gets it

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Yes, I believe you want to operate on unmultiplied alpha to be accurate. I'll peek at the CI checks later.

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I did want to ask: why not use HSL and increase L by the amount? I know the stack overflow comment makes it sound incorrect, but its more correct because it shouldn't be changing the hue or saturation. That being said, these functions are "brighten" and "darken" which I'm not clear on what the desired results are (white-out of colors?)

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Also; what is "ammount" saying here? Are you wanting each pixel's individual's brightness to increase by some percentage amount (0 to 1) or are you trying to level all the brightness to a set level? If its individual; then 0 to 1 needs to be over the range of -<1.0> with 0 to 1 covering that.

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I did want to ask: why not use HSL and increase L by the amount? I know the stack overflow comment makes it sound incorrect, but its more correct because it shouldn't be changing the hue or saturation. That being said, these functions are "brighten" and "darken" which I'm not clear on what the desired results are (white-out of colors?)

Sounds good to be, I think this was just our naive attempt at the implementation without doing any research. 😅
But maybe we should just be redirecting to those painting methods you mentioned?

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I switched to HSL color from Painting and updated the darken call. The test errors and everything else has nothing to do with this code 😅

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Also; what is "ammount" saying here? Are you wanting each pixel's individual's brightness to increase by some percentage amount (0 to 1) or are you trying to level all the brightness to a set level? If its individual; then 0 to 1 needs to be over the range of -<1.0> with 0 to 1 covering that.

Makes sense, I think we could also do a breaking change here since it hasn't really worked before. Or deprecate this method and create a new one if we have some name that could fit.

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I think I captured what was previously done here lighten = (color + (1 - color) * amount; darken = color * amount.


// Lets avoid division by zero.
if (a == 0) {
newPixelData[i + 0] = pixelData[i + 0];
newPixelData[i + 1] = pixelData[i + 1];
newPixelData[i + 2] = pixelData[i + 2];
newPixelData[i + 3] = pixelData[i + 3];
continue;
}

// Reverse premultiplied alpha.
var r = (pixelData[i + 0] / 255) / a;
var g = (pixelData[i + 1] / 255) / a;
var b = (pixelData[i + 2] / 255) / a;

// Convert to HSL (Hue, Saturation, and Lightness).
var hsl =
HSLColor.fromColor(Color.from(alpha: a, red: r, green: g, blue: b));
hsl = hsl.withLightness(
clampDouble(hsl.lightness + (1 - hsl.lightness) * amount, 0, 1.0),
);

final color = hsl.toColor();
r = color.r;
g = color.g;
b = color.b;

// Premultiply the new color.
newPixelData[i + 0] = (r * a * 255).round();
newPixelData[i + 1] = (g * a * 255).round();
newPixelData[i + 2] = (b * a * 255).round();
newPixelData[i + 3] = pixelData[i + 3];
}
return fromPixels(newPixelData, width, height);
}
Expand Down
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