public static enum BlendComposite.BlendingMode extends Enum<BlendComposite.BlendingMode>
BlendComposite
.Enum Constant and Description |
---|
ADD
Add is the opposite of Subtract . |
AVERAGE
The
Average blending mode produces an average of the source and blend colors. |
BLUE
Keeps the blue channel from the blend image and the red and green channels from the base
image.
|
COLOR
The
Color blending mode applies the hue and saturation of the blend color to the
base image while retaining the luminance of the base image. |
COLOR_BURN
The
Color Burn blending mode increases the contrast to darken the base color
while reflecting the blend color. |
COLOR_DODGE
The
Color Dodge blending mode is essentially the opposite of Color Burn . |
DARKEN
The
Darken blend mode compares the color information for each pixel of the base
and the blend color and applies the darker color as the result. |
DIFFERENCE
The
Difference blending mode highlights the differences between the blend layer
and the base layer. |
EXCLUSION
The
Exclusion blending mode works very much like Difference
but the contrast is lower. |
FREEZE |
GLOW |
GREEN
Keeps the green channel from the blend image and the red and blue channels from the base
image.
|
HARD_LIGHT
Hard Light drastically lightens or darkens the base image depending on the
brightness of the blend color. |
HARD_MIX |
HEAT |
HUE
The
Hue blend mode applies the hue of the blend color to the base image while retaining
the luminance and saturation of the base image. |
INVERSE_COLOR_BURN
Inverse Color Burn is the same as Color Burn with the source
and destination swapped. |
INVERSE_COLOR_DODGE
Inverse Color Dodge is the same as Color Dodge with the
source and destination swapped. |
LIGHTEN
The
Lighten blending mode compares the color information for each pixel of the
base and the blend color and applies the lighter color as the result. |
LINEAR_LIGHT |
LUMINOSITY
The
Luminosity blending mode applies the luminosity (brightness) of the blend
colors to the base image while retaining the hue and saturation of the base image. |
MULTIPLY
The
Multiply blend mode multiplies the base color with the blend color. |
NEGATION
This one is the "opposite" of difference mode.
|
OVERLAY
The
Overlay blending mode preserves the highlights and shadows of the base color
while mixing the base color and the blend color. |
PIN_LIGHT |
RED
Keeps the red channel from the blend image and the green and blue channels from the base
image.
|
REFLECT |
SATURATION
The
Saturation blending mode applies the saturation of the blend color to the
base image while retaining the hue and luminance of the base image. |
SCREEN
The
Screen blending mode is the opposite of the Multiply mode
in that it multiples the inverse of the base color with the blend color. |
SOFT_BURN |
SOFT_DODGE |
SOFT_LIGHT
The
Soft Light blend mode creates a subtle lighter or darker result depending on
the brightness of the blend color. |
STAMP
Similar to
AVERAGE , but more severely lightens or darkens the edge colors. |
SUBTRACT
The
Subtract blend mode is similar to Color Burn but instead of increasing
contrast, it decreases brightness to darken the base color and reflect the blend color. |
VIVID_LIGHT
Burns or dodges the colors by increasing or decreasing the contrast, depending on the
blend color.
|
Modifier and Type | Method and Description |
---|---|
(package private) abstract void |
blend(int[] src,
int[] dst,
int[] result)
Blends the input colors into the result.
|
static BlendComposite.BlendingMode |
valueOf(String name)
Returns the enum constant of this type with the specified name.
|
static BlendComposite.BlendingMode[] |
values()
Returns an array containing the constants of this enum type, in
the order they are declared.
|
public static final BlendComposite.BlendingMode AVERAGE
Average
blending mode produces an average of the source and blend colors. The
image will push colors toward the middle, reducing the extremes.public static final BlendComposite.BlendingMode STAMP
AVERAGE
, but more severely lightens or darkens the edge colors.public static final BlendComposite.BlendingMode DARKEN
Darken
blend mode compares the color information for each pixel of the base
and the blend color and applies the darker color as the result. Any pixels in the base
image that are lighter than the blend color are replaced, and pixels that are darker are
left unchanged. No part of the image will become lighter.public static final BlendComposite.BlendingMode MULTIPLY
Multiply
blend mode multiplies the base color with the blend color. The
resulting color will always be darker, unless the blend color is white, which will result
in no change. 100% opaque black multiplied with any color will result in black. As you
overlay strokes of color with the Multiply blending mode, each stroke will result in
darker and darker color.public static final BlendComposite.BlendingMode COLOR_BURN
Color Burn
blending mode increases the contrast to darken the base color
while reflecting the blend color. The darker the blend color, the more intensely the
color will be applied in the base image. White as the blend color produces no change.public static final BlendComposite.BlendingMode INVERSE_COLOR_BURN
Inverse Color Burn
is the same as Color Burn
with the source
and destination swapped.public static final BlendComposite.BlendingMode SOFT_BURN
public static final BlendComposite.BlendingMode SUBTRACT
Subtract
blend mode is similar to Color Burn
but instead of increasing
contrast, it decreases brightness to darken the base color and reflect the blend color.
It is also similar to the Multiply blend mode, but produces a much more intense result.
White as the blend color produces no change.
This mode is also known as Linear Burn
.
public static final BlendComposite.BlendingMode LIGHTEN
Lighten
blending mode compares the color information for each pixel of the
base and the blend color and applies the lighter color as the result. Any pixels in the
base image that are darker than the blend color are replaced, and pixels that are lighter
are left unchanged. No part of the image will become darker.public static final BlendComposite.BlendingMode SCREEN
Screen
blending mode is the opposite of the Multiply
mode
in that it multiples the inverse of the base color with the blend color. What this means
is that your image will get lighter overall. In areas where the blend color is black, the
base image will be unchanged, and in areas where the blend or base color is white, the
result will be no change. Dark areas in the base image will become significantly lighter,
and bright areas will become only slightly lighter.public static final BlendComposite.BlendingMode COLOR_DODGE
Color Dodge
blending mode is essentially the opposite of Color Burn
. The Color Dodge
blending mode decreases the contrast to brighten the
base color while reflecting the blend color. The lighter the blend color, the more
significant the color dodge effect will be making the result brighter, with less
contrast, and tinted toward the blend color. Black as the blend color produces no change.public static final BlendComposite.BlendingMode INVERSE_COLOR_DODGE
Inverse Color Dodge
is the same as Color Dodge
with the
source and destination swapped.public static final BlendComposite.BlendingMode SOFT_DODGE
public static final BlendComposite.BlendingMode ADD
public static final BlendComposite.BlendingMode OVERLAY
Overlay
blending mode preserves the highlights and shadows of the base color
while mixing the base color and the blend color. It is a combination of the
Multiply
and Screen
blending modes--multiplying the
dark areas, and screening the light areas. A blend color of 50% gray has no effect on the
base image.public static final BlendComposite.BlendingMode SOFT_LIGHT
Soft Light
blend mode creates a subtle lighter or darker result depending on
the brightness of the blend color. Blend colors that are more than 50% brightness will
lighten the base image and colors that are less than 50% brightness will darken the base
image. Pure black will create a slightly darker result; pure white will create a slightly
lighter result, and 50% gray will have no effect on the base image.public static final BlendComposite.BlendingMode HARD_LIGHT
Hard Light
drastically lightens or darkens the base image depending on the
brightness of the blend color. The effect is more intense than Soft
Light
because the contrast is also increased. Blend colors that are more than 50%
brightness will lighten the base image in the same way as the screen blending mode.
Colors that are less than 50% brightness will darken the base image in the same way as
the multiply blending mode. Pure black will result in black; pure white will create a
white result, and 50% gray will have no effect on the base image.public static final BlendComposite.BlendingMode VIVID_LIGHT
public static final BlendComposite.BlendingMode LINEAR_LIGHT
public static final BlendComposite.BlendingMode PIN_LIGHT
public static final BlendComposite.BlendingMode HARD_MIX
public static final BlendComposite.BlendingMode REFLECT
public static final BlendComposite.BlendingMode GLOW
public static final BlendComposite.BlendingMode FREEZE
public static final BlendComposite.BlendingMode HEAT
public static final BlendComposite.BlendingMode DIFFERENCE
Difference
blending mode highlights the differences between the blend layer
and the base layer. The more technical explanation is that the blend color is subtracted
from the base color--or vice-versa, depending on the brightness--and the result is the
difference between them. When white is the blend color, the base image is inverted. When
black is the blend color, there is no change.public static final BlendComposite.BlendingMode EXCLUSION
Exclusion
blending mode works very much like Difference
but the contrast is lower. When white is the blend color, the base image is inverted.
When black is the blend color, there is no change.public static final BlendComposite.BlendingMode HUE
Hue
blend mode applies the hue of the blend color to the base image while retaining
the luminance and saturation of the base image. It gives the base image a tinted effect
where the tinting is darkest in areas of high saturation. Where the blend color is a
shade of gray (0% saturation), the base image is desaturated and where the base image is
gray, the Hue blending mode has no effect.public static final BlendComposite.BlendingMode SATURATION
Saturation
blending mode applies the saturation of the blend color to the
base image while retaining the hue and luminance of the base image. Neutral tones (black,
white, and gray) in the blend will desaturate the base image. Neutral areas in the base
image will not be changed by the saturation blending mode.public static final BlendComposite.BlendingMode COLOR
Color
blending mode applies the hue and saturation of the blend color to the
base image while retaining the luminance of the base image. Simply put, it colors the
base image. Neutral blend colors will desaturate the base image.public static final BlendComposite.BlendingMode LUMINOSITY
Luminosity
blending mode applies the luminosity (brightness) of the blend
colors to the base image while retaining the hue and saturation of the base image.
Luminosity
is the opposite of the Color
blending mode.public static final BlendComposite.BlendingMode NEGATION
public static final BlendComposite.BlendingMode RED
public static final BlendComposite.BlendingMode GREEN
public static final BlendComposite.BlendingMode BLUE
public static BlendComposite.BlendingMode[] values()
for (BlendComposite.BlendingMode c : BlendComposite.BlendingMode.values()) System.out.println(c);
public static BlendComposite.BlendingMode valueOf(String name)
name
- the name of the enum constant to be returned.IllegalArgumentException
- if this enum type has no constant with the specified nameNullPointerException
- if the argument is nullabstract void blend(int[] src, int[] dst, int[] result)
src
- the source RGBAdst
- the destination RGBAresult
- the result RGBANullPointerException
- if any argument is null
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