case
19Feb/090

Blend Modes

If you wonder, what blendmodes are doing exactly, you can read this article about blendmodes in common. I tried to work with them in a accurate way to emulate complexer algorithms like animated water waves. Generically you can save a lot of performance, if you need to calculate every single pixel colorvalue from two bitmaps. In most cases, there is a simple solution using ColorTransform and Blendmodes. One problem is that the flash results are different in some cases, so here are my findings:

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// **BLENDMODES
// based on: http://www.pegtop.net/delphi/blendmodes/
// modified to fit flash output
 
// ADD
c = Math.min( 255, Math.max( 0, c0 + c1 ) )
// SUBTRACT
c = Math.max( 0, c0 - c1 )
// MULTIPLY
c = Math.floor( ( c1 * c0 ) / 0xff )
// SCREEN
c = 255 - Math.floor( ( 255 - c0 ) * ( 255 - c1 ) / 255 )
// LIGHTEN
c = c0 > c1 ? c0 : c1
// DARKEN
c = c0 < c1 ? c0 : c1
// DIFFERENCE
c = c0 > c1 ? c0 - c1 : c1 - c0
// INVERT ( no influence from c1 )
c = 255 - c0
// OVERLAY
c = c0 < 128 ? Math.floor( ( c1 * c0 ) / 127 ) : 255 - Math.ceil( ( 255 - c0 ) * ( 255 - c1 ) / 127 )
// HARDLIGHT
c = c1 < 128 ? Math.floor( ( c1 * c0 ) / 127 ) : 255 - Math.ceil( ( 255 - c0 ) * ( 255 - c1 ) / 127 )

For example if you like to compute the average colors from 2 different bitmaps, you can follow like this:

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import flash.display.*;
import flash.geom.*;
 
//-- test here 2 colorvalues
var c0: Number = 234;
var c1: Number = 255;
 
//-- source bitmaps
var b0: BitmapData = new BitmapData( 1, 1, false, c0 );
var b1: BitmapData = new BitmapData( 1, 1, false, c1 );
 
//-- resulting bitmap
var be: BitmapData = new BitmapData( 256, 256, false, 0 );
 
//-- compute average
var half: ColorTransform = new ColorTransform( .5, .5, .5, 1, 0, 0, 0, 0 );
be.draw( b0, new Matrix, half );
be.draw( b1, new Matrix, half, 'add' );
 
trace( be.getPixel( 0, 0 ) );
trace( Math.floor( ( c0 + c1 ) / 2 ) );

Of course this is a simple one, but you get the idea.

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