javafx.scene.effect.BlendMode Maven / Gradle / Ivy
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package javafx.scene.effect;
/**
* A blending mode defines the manner in which the inputs of a Blend
* effect are composited together or how a Node is blended into the
* background of a scene.
*
import javafx.scene.*;
import javafx.scene.effect.*;
import javafx.scene.paint.*;
import javafx.scene.shape.*;
Rectangle r = new Rectangle();
r.setX(50);
r.setY(50);
r.setWidth(50);
r.setHeight(50);
r.setFill(Color.BLUE);
Circle c = new Circle();
c.setFill(Color.rgb(255, 0, 0, 0.5));
c.setCenterX(50);
c.setCenterY(50);
c.setRadius(25);
c.setBlendMode(BlendMode.MULTIPLY);
Group g = new Group();
g.getChildren().add(r);
g.getChildren().add(c);
* @since JavaFX 2.0
*/
public enum BlendMode {
/**
* The top input is blended over the bottom input.
* (Equivalent to the Porter-Duff "source over destination" rule.)
*/
SRC_OVER,
/**
* The part of the top input lying inside of the bottom input
* is blended with the bottom input.
* (Equivalent to the Porter-Duff "source atop destination" rule.)
*/
SRC_ATOP,
/**
* The color and alpha components from the top input are
* added to those from the bottom input.
* The result is clamped to 1.0 if it exceeds the logical
* maximum of 1.0.
*
* Notes:
*
* - This mode is commutative (ordering of inputs
* does not matter).
*
- This mode is sometimes referred to as "linear dodge" in
* imaging software packages.
*
*/
ADD,
/**
* The color components from the first input are multiplied with those
* from the second input.
* The alpha components are blended according to
* the {@link #SRC_OVER} equation.
*
* Notes:
*
* - This mode is commutative (ordering of inputs
* does not matter).
*
- This mode is the mathematical opposite of
* the {@link #SCREEN} mode.
*
- The resulting color is always at least as dark as either
* of the input colors.
*
- Rendering with a completely black top input produces black;
* rendering with a completely white top input produces a result
* equivalent to the bottom input.
*
*/
MULTIPLY,
/**
* The color components from both of the inputs are
* inverted, multiplied with each other, and that result
* is again inverted to produce the resulting color.
* The alpha components are blended according
* to the {@link #SRC_OVER} equation.
*
* Notes:
*
* - This mode is commutative (ordering of inputs
* does not matter).
*
- This mode is the mathematical opposite of
* the {@link #MULTIPLY} mode.
*
- The resulting color is always at least as light as either
* of the input colors.
*
- Rendering with a completely white top input produces white;
* rendering with a completely black top input produces a result
* equivalent to the bottom input.
*
*/
SCREEN,
/**
* The input color components are either multiplied or screened,
* depending on the bottom input color.
* The alpha components are blended according
* to the {@link #SRC_OVER} equation.
*
* Notes:
*
* - This mode is a combination of {@link #SCREEN} and
* {@link #MULTIPLY}, depending on the bottom input color.
*
- This mode is the mathematical opposite of
* the {@link #HARD_LIGHT} mode.
*
- In this mode, the top input colors "overlay" the bottom input
* while preserving highlights and shadows of the latter.
*
*/
OVERLAY,
/**
* The darker of the color components from the two inputs are
* selected to produce the resulting color.
* The alpha components are blended according
* to the {@link #SRC_OVER} equation.
*
* Notes:
*
* - This mode is commutative (ordering of inputs
* does not matter).
*
- This mode is the mathematical opposite of
* the {@link #LIGHTEN} mode.
*
*/
DARKEN,
/**
* The lighter of the color components from the two inputs are
* selected to produce the resulting color.
* The alpha components are blended according
* to the {@link #SRC_OVER} equation.
*
* Notes:
*
* - This mode is commutative (ordering of inputs
* does not matter).
*
- This mode is the mathematical opposite of
* the {@link #DARKEN} mode.
*
*/
LIGHTEN,
/**
* The bottom input color components are divided by the inverse
* of the top input color components to produce the resulting color.
* The alpha components are blended according
* to the {@link #SRC_OVER} equation.
*/
COLOR_DODGE,
/**
* The inverse of the bottom input color components are divided by
* the top input color components, all of which is then inverted
* to produce the resulting color.
* The alpha components are blended according
* to the {@link #SRC_OVER} equation.
*/
COLOR_BURN,
/**
* The input color components are either multiplied or screened,
* depending on the top input color.
* The alpha components are blended according
* to the {@link #SRC_OVER} equation.
*
* Notes:
*
* - This mode is a combination of {@link #SCREEN} and
* {@link #MULTIPLY}, depending on the top input color.
*
- This mode is the mathematical opposite of
* the {@link #OVERLAY} mode.
*
*/
HARD_LIGHT,
/**
* The input color components are either darkened or lightened,
* depending on the top input color.
* The alpha components are blended according
* to the {@link #SRC_OVER} equation.
*
* Notes:
*
* - This mode is similar to {@link #OVERLAY}, but generally
* produces "lighter" results than {@code OVERLAY}.
*
*/
SOFT_LIGHT,
/**
* The darker of the color components from the two inputs are
* subtracted from the lighter ones to produce the resulting color.
* The alpha components are blended according
* to the {@link #SRC_OVER} equation.
*
* Notes:
*
* - This mode is commutative (ordering of inputs
* does not matter).
*
- This mode can be used to invert parts of the bottom input
* image, or to quickly compare two images (equal pixels will result
* in black).
*
- Rendering with a completely white top input inverts the
* bottom input; rendering with a completely black top input produces
* a result equivalent to the bottom input.
*
*/
DIFFERENCE,
/**
* The color components from the two inputs are multiplied and
* doubled, and then subtracted from the sum of the bottom input
* color components, to produce the resulting color.
* The alpha components are blended according
* to the {@link #SRC_OVER} equation.
*
* Notes:
*
* - This mode is commutative (ordering of inputs
* does not matter).
*
- This mode can be used to invert parts of the bottom input.
*
- This mode produces results that are similar to those of
* {@link #DIFFERENCE}, except with lower contrast.
*
- Rendering with a completely white top input inverts the
* bottom input; rendering with a completely black top input produces
* a result equivalent to the bottom input.
*
*/
EXCLUSION,
/**
* The red component of the bottom input is replaced with the
* red component of the top input; the other color components
* are unaffected.
* The alpha components are blended according
* to the {@link #SRC_OVER} equation.
*/
RED,
/**
* The green component of the bottom input is replaced with the
* green component of the top input; the other color components
* are unaffected.
* The alpha components are blended according
* to the {@link #SRC_OVER} equation.
*/
GREEN,
/**
* The blue component of the bottom input is replaced with the
* blue component of the top input; the other color components
* are unaffected.
* The alpha components are blended according
* to the {@link #SRC_OVER} equation.
*/
BLUE
}
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