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/*
 * Copyright (c) 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
 * or visit www.oracle.com if you need additional information or have any
 * questions.
 */

package com.sun.prism;

/*
 * For now, this interface works on RTTextures simply because the only use
 * case that currently uses these methods has RTTextures to provide and
 * because the J2D pipeline has only implemented these methods for the
 * underlying pixel format that it uses for RTTextures and so handing it an
 * arbitrary texture that may potentially use another format may not succeed.
 */
public interface MaskTextureGraphics extends Graphics {
    /**
     * Apply a mask to the pixels of an image and render the results onto
     * the destination in device space.
     * All coordinates specify pixel coordinates and are integers to reinforce
     * the fact that these are pixel operations, not coordinate rendering
     * operations.
     * 

* The image texture is combined with the mask texture by multiplying the * pixels in the image texture by the alpha in the mask texture and then * the result is applied to the destination using the current compositing * rule (which should likely be SrcOver in most cases). *

     *     dst.argb = (img.argb * mask.a) Composite dst.argb
     * 
* * @param imgtex the texture containing the source image pixels * @param masktex the texture containing the mask pixels, only the * alpha channel is used from this texture * @param dx the X coordinate of the UL destination pixel * @param dy the Y coordinate of the UL destination pixel * @param dw the width of the pixel regions to be combined * @param dh the height of the pixel regions to be combined * @param ix the X coordinate of the UL pixel in the image texture * @param iy the Y coordinate of the UL pixel in the image texture * @param mx the X coordinate of the UL pixel in the mask texture * @param my the Y coordinate of the UL pixel in the mask texture */ public void drawPixelsMasked(RTTexture imgtex, RTTexture masktex, int dx, int dy, int dw, int dh, int ix, int iy, int mx, int my); /** * Use a mask to determine which pixels of an image are to be rendered * onto the destination in device space. * All coordinates specify pixel coordinates and are integers to reinforce * the fact that these are pixel operations, not coordinate rendering * operations. *

* The mask texture controls the contribution of source and destination * pixels in the resulting output. * Note that a simple multiply of the source texture by the mask texture * may not produce the correct masking operation for the case where a * non-SrcOver blending mode is in use. * In those conditions, it is more accurate to first compute the result * of blending the source into the destination and to then use this * method to choose how much of the result should be taken from the * results of the blending and how much should remain the original * destination pixel value. * Mathematically, the mask alpha controls a linear interpolation * between the image and destination pixels. *

     *     dst.argb = (mask.a * img.argb) + ((1 - mask.a) * dst.argb)
     * 
* Note that the current composite mode is ignored during this operation. * * @param imgtex the texture containing the source image pixels * @param masktex the texture containing the mask pixels, only the * alpha channel is used from this texture * @param dx the X coordinate of the UL destination pixel * @param dy the Y coordinate of the UL destination pixel * @param dw the width of the pixel regions to be combined * @param dh the height of the pixel regions to be combined * @param ix the X coordinate of the UL pixel in the image texture * @param iy the Y coordinate of the UL pixel in the image texture * @param mx the X coordinate of the UL pixel in the mask texture * @param my the Y coordinate of the UL pixel in the mask texture */ public void maskInterpolatePixels(RTTexture imgtex, RTTexture masktex, int dx, int dy, int dw, int dh, int ix, int iy, int mx, int my); }




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