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Interpolate colors with premultiplied alpha.
We need to clamp each interpolated values because some cubic-bezier functions produce values that are out of range [0, 1].
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3 changed files with 54 additions and 6 deletions
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@ -390,12 +390,23 @@ impl Interpolate for BackgroundSize {
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impl Interpolate for RGBA {
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#[inline]
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fn interpolate(&self, other: &RGBA, progress: f64) -> Result<Self, ()> {
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Ok(RGBA {
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red: try!(self.red.interpolate(&other.red, progress)),
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green: try!(self.green.interpolate(&other.green, progress)),
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blue: try!(self.blue.interpolate(&other.blue, progress)),
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alpha: try!(self.alpha.interpolate(&other.alpha, progress)),
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})
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fn clamp(val: f32) -> f32 {
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val.max(0.).min(1.)
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}
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let alpha = clamp(try!(self.alpha.interpolate(&other.alpha, progress)));
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if alpha == 0. {
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Ok(RGBA { red: 0., green: 0., blue: 0., alpha: 0. })
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} else {
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Ok(RGBA { red: clamp(try!((self.red * self.alpha).interpolate(&(other.red * other.alpha), progress))
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* 1. / alpha),
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green: clamp(try!((self.green * self.alpha).interpolate(&(other.green * other.alpha), progress))
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* 1. / alpha),
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blue: clamp(try!((self.blue * self.alpha).interpolate(&(other.blue * other.alpha), progress))
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* 1. / alpha),
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alpha: alpha
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})
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}
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}
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}
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