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This contains the native files for the backport of OpenJFX 8 to run on Java 7.
The newest version!
/*
* Copyright (c) 2011, 2013, Oracle and/or its affiliates. All rights reserved.
* DO NOT ALTER OR REMOVE COPYRIGHT NOTICES OR THIS FILE HEADER.
*
* This code is free software; you can redistribute it and/or modify it
* under the terms of the GNU General Public License version 2 only, as
* published by the Free Software Foundation. Oracle designates this
* particular file as subject to the "Classpath" exception as provided
* by Oracle in the LICENSE file that accompanied this code.
*
* This code is distributed in the hope that it will be useful, but WITHOUT
* ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or
* FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License
* version 2 for more details (a copy is included in the LICENSE file that
* accompanied this code).
*
* You should have received a copy of the GNU General Public License version
* 2 along with this work; if not, write to the Free Software Foundation,
* Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA.
*
* Please contact Oracle, 500 Oracle Parkway, Redwood Shores, CA 94065 USA
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*/
// Nominally res.C = bot.C * top.C
// This works find for the color components, especially if the pixels
// are opaque, but when the alpha is less than opaque then the result
// gets a little more complicated.
// First, note that we calculate the above with premultiplied components
// such that the effective equation is really:
// res.C = bot.C * bot.a * top.C * top.a
// Next, note that as alpha goes to zero, the operation should approach
// a non-operation (NOP). Unfortunately, the effect of smaller alphas
// on this equation is to drive it towards zero. Thus, as alpha goes
// to zero, the result goes towards black, rather than going towards
// the other operand.
// To adjust for lowering alphas, we simply add back in the "unaffected"
// portions of the other operands, as in:
// res.C = product + unaltered_top + unaltered_bottom
// res.C = bot.C*top.C + top.C*(1-bot.a) + bot.C*(1-top.a)
// A: res.C = top.C * (bot.C + 1 - bot.a) + bot.C * (1 - top.a)
// Note that for alphas we want:
// res.a = bot.a + top.a - bot.a * top.a
// If we simply perform the above equation (A) on alpha as well, we get:
// res.a = top.a * (bot.a + 1 - bot.a) + bot.a * (1 - top.a)
// res.a = top.a * (1) + bot.a - bot.a * top.a
// res.a = bot.a + top.a - bot.a * top.a
// This means we can apply equation (A) on all components for simplicity.
float4 blend_multiply(float4 bot, float4 top)
{
return bot * (top + 1.0 - top.a) + top * (1.0 - bot.a);
}