JavaFX: Bringing Rich Experiences To All the Screens Of Your Life

Profile: desktop, common

Overview

A blending mode that defines the manner in which the inputs are composited together. Each Mode describes a mathematical equation that combines premultiplied inputs to produce some premultiplied result.

the code:

import javafx.scene.*;
import javafx.scene.effect.*;
import javafx.scene.paint.*;
import javafx.scene.shape.*; 

Group {
    blendMode: BlendMode.MULTIPLY
    content: [
        Rectangle {
            x: 50 y: 50 width: 50 height: 50
            fill: Color.BLUE
        }
        Circle {
            fill: Color.rgb(255, 0, 0, 0.5)
            centerX: 50 centerY: 50 radius: 25
        }
    ]
}

produces:

Profile: desktop

Field Summary

accessnametypedescription
public static finalADDBlendMode

The color and alpha components from the top input are added to those from the bottom input.

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.

 
public static finalBLUEBlendMode

The blue component of the bottom input is replaced with the blue component of the top input; the other color components are unaffected.

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 SRC_OVER equation.

 
public static finalCOLOR_BURNBlendMode

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 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 SRC_OVER equation.

 
public static finalCOLOR_DODGEBlendMode

The bottom input color components are divided by the inverse of the top input color components to produce the resulting color.

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 SRC_OVER equation.

 
public static finalDARKENBlendMode

The darker of the color components from the two inputs are selected to produce the resulting color.

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 SRC_OVER equation.

Notes:

  • This mode is commutative (ordering of inputs does not matter).
  • This mode is the mathematical opposite of the LIGHTEN mode.

 
public static finalDIFFERENCEBlendMode

The darker of the color components from the two inputs are subtracted from the lighter ones to produce the resulting color.

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 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.

 
public static finalEXCLUSIONBlendMode

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 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 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 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.

 
public static finalGREENBlendMode

The green component of the bottom input is replaced with the green component of the top input; the other color components are unaffected.

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 SRC_OVER equation.

 
public static finalHARD_LIGHTBlendMode

The input color components are either multiplied or screened, depending on the top input color.

The input color components are either multiplied or screened, depending on the top input color. The alpha components are blended according to the SRC_OVER equation.

Notes:

  • This mode is a combination of SCREEN and MULTIPLY, depending on the top input color.
  • This mode is the mathematical opposite of the OVERLAY mode.

 
public static finalLIGHTENBlendMode

The lighter of the color components from the two inputs are selected to produce the resulting color.

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 SRC_OVER equation.

Notes:

  • This mode is commutative (ordering of inputs does not matter).
  • This mode is the mathematical opposite of the DARKEN mode.

 
public static finalMULTIPLYBlendMode

The color components from the first input are multiplied with those from the second input.

The color components from the first input are multiplied with those from the second input. The alpha components are blended according to the SRC_OVER equation.

Notes:

  • This mode is commutative (ordering of inputs does not matter).
  • This mode is the mathematical opposite of the 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.

 
public static finalOVERLAYBlendMode

The input color components are either multiplied or screened, depending on the bottom input color.

The input color components are either multiplied or screened, depending on the bottom input color. The alpha components are blended according to the SRC_OVER equation.

Notes:

  • This mode is a combination of SCREEN and MULTIPLY, depending on the bottom input color.
  • This mode is the mathematical opposite of the HARD_LIGHT mode.
  • In this mode, the top input colors "overlay" the bottom input while preserving highlights and shadows of the latter.

 
public static finalREDBlendMode

The red component of the bottom input is replaced with the red component of the top input; the other color components are unaffected.

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 SRC_OVER equation.

 
public static finalSCREENBlendMode

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 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 SRC_OVER equation.

Notes:

  • This mode is commutative (ordering of inputs does not matter).
  • This mode is the mathematical opposite of the 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.

 
public static finalSOFT_LIGHTBlendMode

The input color components are either darkened or lightened, depending on the top input color.

The input color components are either darkened or lightened, depending on the top input color. The alpha components are blended according to the SRC_OVER equation.

Notes:

  • This mode is similar to OVERLAY, but generally produces "lighter" results than OVERLAY.

 
public static finalSRC_ATOPBlendMode

The part of the top input lying inside of the bottom input is blended with the bottom input.

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.)

 
public static finalSRC_INBlendMode

The part of the top input lying inside of the bottom input is kept in the resulting image.

The part of the top input lying inside of the bottom input is kept in the resulting image. (Equivalent to the Porter-Duff "source in destination" rule.)

 
public static finalSRC_OUTBlendMode

The part of the top input lying outside of the bottom input is kept in the resulting image.

The part of the top input lying outside of the bottom input is kept in the resulting image. (Equivalent to the Porter-Duff "source held out by destination" rule.)

 
public static finalSRC_OVERBlendMode

The top input is blended over the bottom input.

The top input is blended over the bottom input. (Equivalent to the Porter-Duff "source over destination" rule.)

 

Inherited Variables

Method Summary

public static BlendMode valueOf(java.lang.String name)
Parameters
name
Returns
BlendMode
 
public static BlendMode[] values()
Returns
BlendMode[]
 

Inherited Functions




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