HTML5 Canvas 融合 & IE / Edge
HTML5 Canvas blending & IE / Edge
我正在开发一个使用 Canvas 混合的项目 - 当然,IE/Edge 仍然不支持混合模式。显示问题的一些简化代码 (fiddle here):
<canvas id="below" width="100" height="100"></canvas>
<canvas id="texture" width="100" height="100"></canvas>
<canvas id="composite" width="100" height="100" style="z-index:1x solid green;"></canvas>
var can = document.getElementById('below');
var below = can.getContext('2d');
below.fillStyle = "#FF0000";
below.fillRect(0,0,512,512);
var can2 = document.getElementById('texture');
var texture = can2.getContext('2d');
var img = new Image;
img.onload = function(){
texture.drawImage(img,0,0);
var can3 = document.getElementById('composite');
var composite = can3.getContext('2d');
composite.globalCompositeOperation = "multiply";
composite.drawImage(can, 0, 0);
composite.drawImage(can2, 0, 0);
};
img.src = "http://i.imgur.com/DGuWpEg.png";
我发现 this thread 似乎有解决方法,但我不太确定如何正确实施它。任何指针将不胜感激。
Whosebug 成员和贡献者 Phrogz 发布了一个非常好的库,它使用 context.getImageData
从图像中获取 + 混合像素数据,然后使用 context.putImageData
将混合应用于图像。
他的库支持这些合成、着色和混合模式:
- src-over
- 屏幕
- 相乘
- 差异
- src-in
- 加上
- 添加
- 叠加
- 强光
- 颜色减淡
- 闪避
- 彩本
- 燃烧
- 变暗
- 更暗
- 减轻
- 打火机
- 排除
- 柔光
- 光度
- 颜色
- 色调
- 饱和度
- 浅色
- 颜色较深
Phrogz 的混合库可在 GitHub:
https://github.com/Phrogz/context-blender
并且由于它是自由许可的,下面是 Whosebug 后代的副本:
上下文混合器JavaScript 库
版权所有 © 2010 Gavin Kistner
特此免费向任何获得副本的人授予许可
本软件和相关文档文件("Software"),以处理
在软件中不受限制,包括但不限于权利
使用、复制、修改、合并、发布、分发、再许可、and/or 出售
该软件的副本,并允许该软件是
满足以下条件:
以上版权声明和本许可声明应包含在
软件的所有副本或重要部分。
软件已提供 "AS IS",没有任何形式的明示或保证
暗示的,包括但不限于适销性保证,
适用于特定目的和非侵权。在任何情况下都不得
作者或版权持有人对任何索赔、损害或其他
责任,无论是在合同、侵权或其他方面的行为中,由以下原因引起,
出于或与软件或使用或其他交易有关
软件。
(function(){
var defaultOffsets = {
destX : 0,
destY : 0,
sourceX : 0,
sourceY : 0,
width : 'auto',
height : 'auto'
};
if (typeof require==='function' && typeof module==='object'){
var canvas = require('canvas');
addBlendMethod(canvas.Context2d.prototype);
module.exports = canvas;
} else addBlendMethod(this.CanvasRenderingContext2D && this.CanvasRenderingContext2D.prototype);
function addBlendMethod(object){
if (!object || typeof object.getImageData!=='function') return console.error("context blender called without a valid context prototype");
Object.defineProperty(object,'blendOnto',{value:blendOnto});
// For querying of functionality from other libraries
var modes = blendOnto.supportedBlendModes = 'normal src-over screen multiply difference src-in plus add overlay hardlight colordodge dodge colorburn burn darken darker lighten lighter exclusion softlight luminosity color hue saturation lightercolor darkercolor'.split(' ');
var supports = blendOnto.supports = {};
for (var i=modes.length;i--;) supports[modes[i]] = true;
blendOnto.aliases = { "src-over":"normal", plus:"add", dodge:"colordodge", burn:"colorburn", darker:"darken", lighter:"lighten" };
return object;
}
function blendOnto(destContext,blendMode,offsetOptions){
var offsets={};
for (var key in defaultOffsets){
if (defaultOffsets.hasOwnProperty(key)){
offsets[key] = (offsetOptions && offsetOptions[key]) || defaultOffsets[key];
}
}
if (offsets.width =='auto') offsets.width =this.canvas.width;
if (offsets.height=='auto') offsets.height=this.canvas.height;
offsets.width = Math.min(offsets.width, this.canvas.width-offsets.sourceX, destContext.canvas.width-offsets.destX );
offsets.height = Math.min(offsets.height,this.canvas.height-offsets.sourceY,destContext.canvas.height-offsets.destY);
var srcD = this.getImageData(offsets.sourceX,offsets.sourceY,offsets.width,offsets.height);
var dstD = destContext.getImageData(offsets.destX,offsets.destY,offsets.width,offsets.height);
var src = srcD.data;
var dst = dstD.data;
var sA, dA, len=dst.length;
var sRA, sGA, sBA, dRA, dGA, dBA, dA2,
r1,g1,b1, r2,g2,b2;
var demultiply;
function Fsoftlight(a,b) {
/*
http://en.wikipedia.org/wiki/Blend_modes#Soft_Light
2ab+a^2 (1-2b), if b<0.5
2a(1-b) +sqrt(a)(2b-1), otherwise
*/
var b2=b<<1;
if (b<128) return (a*(b2+(a*(255-b2)>>8)))>>8;
else return (a*(511-b2)+(Math.sqrt(a<<8)*(b2-255)))>>8;
}
function Foverlay(a,b) {
return a<128 ?
(a*b)>>7 : // (2*a*b)>>8 :
255 - (( (255 - b) * (255 - a))>>7);
}
function Fdodge(a,b) {
return (b==255 && a==0) ? 255 : Math.min(255,(a<<8)/(255-b));
}
function Fburn(a,b) {
return (b==255 && a==0) ? 0 : 255-Math.min(255,((255-a)<<8)/b);
}
/*
// yyy = similar to YCbCr
0.2990 0.5870 0.1140
-0.1687 -0.3313 0.5000
0.5000 -0.4187 -0.0813
*/
function rgb2YCbCr(r,g,b) {
return {
r: 0.2990*r+0.5870*g+0.1140*b,
g: -0.1687*r-0.3313*g+0.5000*b,
b: 0.5000*r-0.4187*g-0.0813*b };
}
/*
1.0000 -0.0000 1.4020
1.0000 -0.3441 -0.7141
1.0000 1.7720 0.0000
*/
function YCbCr2rgb(r,g,b) {
return {
r: r +1.4020*b,
g: r-0.3441*g -0.7141*b,
b: r+1.7720*g };
}
function rgb2hsv(r,g,b) {
var c=rgb2YCbCr(r,g,b);
var s=Math.sqrt(c.g*c.g+c.b*c.b),
h=Math.atan2(c.g,c.b);
return {h:h, s:s, v:c.r };
}
function hsv2rgb(h,s,v) {
var g=s*Math.sin(h),
b=s*Math.cos(h);
return YCbCr2rgb(v,g,b);
}
for (var px=0;px<len;px+=4){
sA = src[px+3]/255;
dA = dst[px+3]/255;
dA2 = (sA + dA - sA*dA);
dst[px+3] = dA2*255;
r1=dst[px], g1=dst[px+1], b1=dst[px+2];
r2=src[px], g2=src[px+1], b2=src[px+2];
sRA = r2/255*sA;
dRA = r1/255*dA;
sGA = g2/255*sA;
dGA = g1/255*dA;
sBA = b2/255*sA;
dBA = b1/255*dA;
demultiply = 255 / dA2;
var f1=dA*sA, f2=dA-f1, f3=sA-f1;
switch(blendMode){
// ******* Very close match to Photoshop
case 'normal':
case 'src-over':
dst[px ] = (sRA + dRA - dRA*sA) * demultiply;
dst[px+1] = (sGA + dGA - dGA*sA) * demultiply;
dst[px+2] = (sBA + dBA - dBA*sA) * demultiply;
break;
case 'screen':
dst[px ] = (sRA + dRA - sRA*dRA) * demultiply;
dst[px+1] = (sGA + dGA - sGA*dGA) * demultiply;
dst[px+2] = (sBA + dBA - sBA*dBA) * demultiply;
break;
case 'multiply':
dst[px ] = (sRA*dRA + sRA*(1-dA) + dRA*(1-sA)) * demultiply;
dst[px+1] = (sGA*dGA + sGA*(1-dA) + dGA*(1-sA)) * demultiply;
dst[px+2] = (sBA*dBA + sBA*(1-dA) + dBA*(1-sA)) * demultiply;
break;
case 'difference':
dst[px ] = (sRA + dRA - 2 * Math.min( sRA*dA, dRA*sA )) * demultiply;
dst[px+1] = (sGA + dGA - 2 * Math.min( sGA*dA, dGA*sA )) * demultiply;
dst[px+2] = (sBA + dBA - 2 * Math.min( sBA*dA, dBA*sA )) * demultiply;
break;
// ******* Slightly different from Photoshop, where alpha is concerned
case 'src-in':
dA2 = sA*dA;
demultiply = 255 / dA2;
dst[px ] = sRA*dA * demultiply;
dst[px+1] = sGA*dA * demultiply;
dst[px+2] = sBA*dA * demultiply;
dst[px+3] = dA2*255;
break;
case 'plus':
case 'add':
// Photoshop doesn't simply add the alpha channels; this might be correct wrt SVG 1.2
dst[px ] = Math.min(sRA + dRA,1) * demultiply;
dst[px+1] = Math.min(sGA + dGA,1) * demultiply;
dst[px+2] = Math.min(sBA + dBA,1) * demultiply;
break;
case 'overlay':
dst[px] = f1*Foverlay(r1,r2) + f2*r1 + f3*r2;
dst[px+1] = f1*Foverlay(g1,g2) + f2*g1 + f3*g2;
dst[px+2] = f1*Foverlay(b1,b2) + f2*b1 + f3*b2;
break;
case 'hardlight': // hardlight(a,b) = overlay(b,a)
dst[px] = f1*Foverlay(r2,r1) + f2*r1 + f3*r2;
dst[px+1] = f1*Foverlay(g2,g1) + f2*g1 + f3*g2;
dst[px+2] = f1*Foverlay(b2,b1) + f2*b1 + f3*b2;
break;
case 'colordodge':
case 'dodge':
dst[px] = f1*Fdodge(r1,r2) + f2*r1 + f3*r2;
dst[px+1] = f1*Fdodge(g1,g2) + f2*g1 + f3*g2;
dst[px+2] = f1*Fdodge(b1,b2) + f2*b1 + f3*b2;
break;
case 'colorburn':
case 'burn':
dst[px] = f1*Fburn(r1,r2) + f2*r1 + f3*r2;
dst[px+1] = f1*Fburn(g1,g2) + f2*g1 + f3*g2;
dst[px+2] = f1*Fburn(b1,b2) + f2*b1 + f3*b2;
break;
case 'darken':
case 'darker':
dst[px] = f1*(r1<r2 ? r1 : r2) + f2*r1 + f3*r2;
dst[px+1] = f1*(g1<g2 ? g1 : g2) + f2*g1 + f3*g2;
dst[px+2] = f1*(b1<b2 ? b1 : b2) + f2*b1 + f3*b2;
break;
case 'lighten':
case 'lighter':
dst[px ] = (sRA<dRA ? dRA : sRA) * demultiply;
dst[px+1] = (sGA<dGA ? dGA : sGA) * demultiply;
dst[px+2] = (sBA<dBA ? dBA : sBA) * demultiply;
break;
case 'exclusion':
dst[px ] = (dRA+sRA - 2*dRA*sRA) * demultiply;
dst[px+1] = (dGA+sGA - 2*dGA*sGA) * demultiply;
dst[px+2] = (dBA+sBA - 2*dBA*sBA) * demultiply;
break;
case 'softlight':
dst[px] = f1*Fsoftlight(r1,r2) + f2*r1 + f3*r2;
dst[px+1] = f1*Fsoftlight(g1,g2) + f2*g1 + f3*g2;
dst[px+2] = f1*Fsoftlight(b1,b2) + f2*b1 + f3*b2;
break;
case 'luminosity':
var hsl = rgb2YCbCr(r1,g1,b1);
var hsl2 = rgb2YCbCr(r2,g2,b2);
var rgb=YCbCr2rgb(hsl2.r, hsl.g, hsl.b);
dst[px] = f1*rgb.r + f2*r1 + f3*r2;
dst[px+1] = f1*rgb.g + f2*g1 + f3*g2;
dst[px+2] = f1*rgb.b + f2*b1 + f3*b2;
break;
case 'color':
var hsl = rgb2YCbCr(r1,g1,b1);
var hsl2 = rgb2YCbCr(r2,g2,b2);
var rgb=YCbCr2rgb(hsl.r, hsl2.g, hsl2.b);
dst[px] = f1*rgb.r + f2*r1 + f3*r2;
dst[px+1] = f1*rgb.g + f2*g1 + f3*g2;
dst[px+2] = f1*rgb.b + f2*b1 + f3*b2;
break;
case 'hue':
var hsl =rgb2hsv(r1,g1,b1);
var hsl2=rgb2hsv(r2,g2,b2);
var rgb=hsv2rgb(hsl2.h, hsl.s, hsl.v);
dst[px] = f1*rgb.r + f2*r1 + f3*r2;
dst[px+1] = f1*rgb.g + f2*g1 + f3*g2;
dst[px+2] = f1*rgb.b + f2*b1 + f3*b2;
break;
case 'saturation':
var hsl =rgb2hsv(r1,g1,b1);
var hsl2=rgb2hsv(r2,g2,b2);
var rgb=hsv2rgb(hsl.h, hsl2.s, hsl.v);
dst[px] = f1*rgb.r + f2*r1 + f3*r2;
dst[px+1] = f1*rgb.g + f2*g1 + f3*g2;
dst[px+2] = f1*rgb.b + f2*b1 + f3*b2;
break;
case 'lightercolor':
var rgb = 2.623*(r1-r2)+5.15*(g1-g2)+b1-b2>0 ? {r:r1,g:g1,b:b1} : {r:r2,g:g2,b:b2};
dst[px] = f1*rgb.r + f2*r1 + f3*r2;
dst[px+1] = f1*rgb.g + f2*g1 + f3*g2;
dst[px+2] = f1*rgb.b + f2*b1 + f3*b2;
break;
case 'darkercolor':
var rgb = 2.623*(r1-r2)+5.15*(g1-g2)+b1-b2<0 ? {r:r1,g:g1,b:b1} : {r:r2,g:g2,b:b2};
dst[px] = f1*rgb.r + f2*r1 + f3*r2;
dst[px+1] = f1*rgb.g + f2*g1 + f3*g2;
dst[px+2] = f1*rgb.b + f2*b1 + f3*b2;
break;
default: // ******* UNSUPPORTED mode, produces yellow/magenta checkerboard
var col = (px/4) % this.canvas.width,
row = Math.floor((px/4) / this.canvas.width),
odd = (col%8<4 && row%8<4) || (col%8>3 && row%8>3);
dst[px] = dst[px+3] = 255;
dst[px+1] = odd ? 255 : 0;
dst[px+2] = odd ? 0 : 255;
}
}
destContext.putImageData(dstD,offsets.destX,offsets.destY);
}
})();
我正在开发一个使用 Canvas 混合的项目 - 当然,IE/Edge 仍然不支持混合模式。显示问题的一些简化代码 (fiddle here):
<canvas id="below" width="100" height="100"></canvas>
<canvas id="texture" width="100" height="100"></canvas>
<canvas id="composite" width="100" height="100" style="z-index:1x solid green;"></canvas>
var can = document.getElementById('below');
var below = can.getContext('2d');
below.fillStyle = "#FF0000";
below.fillRect(0,0,512,512);
var can2 = document.getElementById('texture');
var texture = can2.getContext('2d');
var img = new Image;
img.onload = function(){
texture.drawImage(img,0,0);
var can3 = document.getElementById('composite');
var composite = can3.getContext('2d');
composite.globalCompositeOperation = "multiply";
composite.drawImage(can, 0, 0);
composite.drawImage(can2, 0, 0);
};
img.src = "http://i.imgur.com/DGuWpEg.png";
我发现 this thread 似乎有解决方法,但我不太确定如何正确实施它。任何指针将不胜感激。
Whosebug 成员和贡献者 Phrogz 发布了一个非常好的库,它使用 context.getImageData
从图像中获取 + 混合像素数据,然后使用 context.putImageData
将混合应用于图像。
他的库支持这些合成、着色和混合模式:
- src-over
- 屏幕
- 相乘
- 差异
- src-in
- 加上
- 添加
- 叠加
- 强光
- 颜色减淡
- 闪避
- 彩本
- 燃烧
- 变暗
- 更暗
- 减轻
- 打火机
- 排除
- 柔光
- 光度
- 颜色
- 色调
- 饱和度
- 浅色
- 颜色较深
Phrogz 的混合库可在 GitHub:
https://github.com/Phrogz/context-blender
并且由于它是自由许可的,下面是 Whosebug 后代的副本:
上下文混合器JavaScript 库
版权所有 © 2010 Gavin Kistner
特此免费向任何获得副本的人授予许可 本软件和相关文档文件("Software"),以处理 在软件中不受限制,包括但不限于权利 使用、复制、修改、合并、发布、分发、再许可、and/or 出售 该软件的副本,并允许该软件是 满足以下条件:
以上版权声明和本许可声明应包含在 软件的所有副本或重要部分。
软件已提供 "AS IS",没有任何形式的明示或保证 暗示的,包括但不限于适销性保证, 适用于特定目的和非侵权。在任何情况下都不得 作者或版权持有人对任何索赔、损害或其他 责任,无论是在合同、侵权或其他方面的行为中,由以下原因引起, 出于或与软件或使用或其他交易有关 软件。
(function(){
var defaultOffsets = {
destX : 0,
destY : 0,
sourceX : 0,
sourceY : 0,
width : 'auto',
height : 'auto'
};
if (typeof require==='function' && typeof module==='object'){
var canvas = require('canvas');
addBlendMethod(canvas.Context2d.prototype);
module.exports = canvas;
} else addBlendMethod(this.CanvasRenderingContext2D && this.CanvasRenderingContext2D.prototype);
function addBlendMethod(object){
if (!object || typeof object.getImageData!=='function') return console.error("context blender called without a valid context prototype");
Object.defineProperty(object,'blendOnto',{value:blendOnto});
// For querying of functionality from other libraries
var modes = blendOnto.supportedBlendModes = 'normal src-over screen multiply difference src-in plus add overlay hardlight colordodge dodge colorburn burn darken darker lighten lighter exclusion softlight luminosity color hue saturation lightercolor darkercolor'.split(' ');
var supports = blendOnto.supports = {};
for (var i=modes.length;i--;) supports[modes[i]] = true;
blendOnto.aliases = { "src-over":"normal", plus:"add", dodge:"colordodge", burn:"colorburn", darker:"darken", lighter:"lighten" };
return object;
}
function blendOnto(destContext,blendMode,offsetOptions){
var offsets={};
for (var key in defaultOffsets){
if (defaultOffsets.hasOwnProperty(key)){
offsets[key] = (offsetOptions && offsetOptions[key]) || defaultOffsets[key];
}
}
if (offsets.width =='auto') offsets.width =this.canvas.width;
if (offsets.height=='auto') offsets.height=this.canvas.height;
offsets.width = Math.min(offsets.width, this.canvas.width-offsets.sourceX, destContext.canvas.width-offsets.destX );
offsets.height = Math.min(offsets.height,this.canvas.height-offsets.sourceY,destContext.canvas.height-offsets.destY);
var srcD = this.getImageData(offsets.sourceX,offsets.sourceY,offsets.width,offsets.height);
var dstD = destContext.getImageData(offsets.destX,offsets.destY,offsets.width,offsets.height);
var src = srcD.data;
var dst = dstD.data;
var sA, dA, len=dst.length;
var sRA, sGA, sBA, dRA, dGA, dBA, dA2,
r1,g1,b1, r2,g2,b2;
var demultiply;
function Fsoftlight(a,b) {
/*
http://en.wikipedia.org/wiki/Blend_modes#Soft_Light
2ab+a^2 (1-2b), if b<0.5
2a(1-b) +sqrt(a)(2b-1), otherwise
*/
var b2=b<<1;
if (b<128) return (a*(b2+(a*(255-b2)>>8)))>>8;
else return (a*(511-b2)+(Math.sqrt(a<<8)*(b2-255)))>>8;
}
function Foverlay(a,b) {
return a<128 ?
(a*b)>>7 : // (2*a*b)>>8 :
255 - (( (255 - b) * (255 - a))>>7);
}
function Fdodge(a,b) {
return (b==255 && a==0) ? 255 : Math.min(255,(a<<8)/(255-b));
}
function Fburn(a,b) {
return (b==255 && a==0) ? 0 : 255-Math.min(255,((255-a)<<8)/b);
}
/*
// yyy = similar to YCbCr
0.2990 0.5870 0.1140
-0.1687 -0.3313 0.5000
0.5000 -0.4187 -0.0813
*/
function rgb2YCbCr(r,g,b) {
return {
r: 0.2990*r+0.5870*g+0.1140*b,
g: -0.1687*r-0.3313*g+0.5000*b,
b: 0.5000*r-0.4187*g-0.0813*b };
}
/*
1.0000 -0.0000 1.4020
1.0000 -0.3441 -0.7141
1.0000 1.7720 0.0000
*/
function YCbCr2rgb(r,g,b) {
return {
r: r +1.4020*b,
g: r-0.3441*g -0.7141*b,
b: r+1.7720*g };
}
function rgb2hsv(r,g,b) {
var c=rgb2YCbCr(r,g,b);
var s=Math.sqrt(c.g*c.g+c.b*c.b),
h=Math.atan2(c.g,c.b);
return {h:h, s:s, v:c.r };
}
function hsv2rgb(h,s,v) {
var g=s*Math.sin(h),
b=s*Math.cos(h);
return YCbCr2rgb(v,g,b);
}
for (var px=0;px<len;px+=4){
sA = src[px+3]/255;
dA = dst[px+3]/255;
dA2 = (sA + dA - sA*dA);
dst[px+3] = dA2*255;
r1=dst[px], g1=dst[px+1], b1=dst[px+2];
r2=src[px], g2=src[px+1], b2=src[px+2];
sRA = r2/255*sA;
dRA = r1/255*dA;
sGA = g2/255*sA;
dGA = g1/255*dA;
sBA = b2/255*sA;
dBA = b1/255*dA;
demultiply = 255 / dA2;
var f1=dA*sA, f2=dA-f1, f3=sA-f1;
switch(blendMode){
// ******* Very close match to Photoshop
case 'normal':
case 'src-over':
dst[px ] = (sRA + dRA - dRA*sA) * demultiply;
dst[px+1] = (sGA + dGA - dGA*sA) * demultiply;
dst[px+2] = (sBA + dBA - dBA*sA) * demultiply;
break;
case 'screen':
dst[px ] = (sRA + dRA - sRA*dRA) * demultiply;
dst[px+1] = (sGA + dGA - sGA*dGA) * demultiply;
dst[px+2] = (sBA + dBA - sBA*dBA) * demultiply;
break;
case 'multiply':
dst[px ] = (sRA*dRA + sRA*(1-dA) + dRA*(1-sA)) * demultiply;
dst[px+1] = (sGA*dGA + sGA*(1-dA) + dGA*(1-sA)) * demultiply;
dst[px+2] = (sBA*dBA + sBA*(1-dA) + dBA*(1-sA)) * demultiply;
break;
case 'difference':
dst[px ] = (sRA + dRA - 2 * Math.min( sRA*dA, dRA*sA )) * demultiply;
dst[px+1] = (sGA + dGA - 2 * Math.min( sGA*dA, dGA*sA )) * demultiply;
dst[px+2] = (sBA + dBA - 2 * Math.min( sBA*dA, dBA*sA )) * demultiply;
break;
// ******* Slightly different from Photoshop, where alpha is concerned
case 'src-in':
dA2 = sA*dA;
demultiply = 255 / dA2;
dst[px ] = sRA*dA * demultiply;
dst[px+1] = sGA*dA * demultiply;
dst[px+2] = sBA*dA * demultiply;
dst[px+3] = dA2*255;
break;
case 'plus':
case 'add':
// Photoshop doesn't simply add the alpha channels; this might be correct wrt SVG 1.2
dst[px ] = Math.min(sRA + dRA,1) * demultiply;
dst[px+1] = Math.min(sGA + dGA,1) * demultiply;
dst[px+2] = Math.min(sBA + dBA,1) * demultiply;
break;
case 'overlay':
dst[px] = f1*Foverlay(r1,r2) + f2*r1 + f3*r2;
dst[px+1] = f1*Foverlay(g1,g2) + f2*g1 + f3*g2;
dst[px+2] = f1*Foverlay(b1,b2) + f2*b1 + f3*b2;
break;
case 'hardlight': // hardlight(a,b) = overlay(b,a)
dst[px] = f1*Foverlay(r2,r1) + f2*r1 + f3*r2;
dst[px+1] = f1*Foverlay(g2,g1) + f2*g1 + f3*g2;
dst[px+2] = f1*Foverlay(b2,b1) + f2*b1 + f3*b2;
break;
case 'colordodge':
case 'dodge':
dst[px] = f1*Fdodge(r1,r2) + f2*r1 + f3*r2;
dst[px+1] = f1*Fdodge(g1,g2) + f2*g1 + f3*g2;
dst[px+2] = f1*Fdodge(b1,b2) + f2*b1 + f3*b2;
break;
case 'colorburn':
case 'burn':
dst[px] = f1*Fburn(r1,r2) + f2*r1 + f3*r2;
dst[px+1] = f1*Fburn(g1,g2) + f2*g1 + f3*g2;
dst[px+2] = f1*Fburn(b1,b2) + f2*b1 + f3*b2;
break;
case 'darken':
case 'darker':
dst[px] = f1*(r1<r2 ? r1 : r2) + f2*r1 + f3*r2;
dst[px+1] = f1*(g1<g2 ? g1 : g2) + f2*g1 + f3*g2;
dst[px+2] = f1*(b1<b2 ? b1 : b2) + f2*b1 + f3*b2;
break;
case 'lighten':
case 'lighter':
dst[px ] = (sRA<dRA ? dRA : sRA) * demultiply;
dst[px+1] = (sGA<dGA ? dGA : sGA) * demultiply;
dst[px+2] = (sBA<dBA ? dBA : sBA) * demultiply;
break;
case 'exclusion':
dst[px ] = (dRA+sRA - 2*dRA*sRA) * demultiply;
dst[px+1] = (dGA+sGA - 2*dGA*sGA) * demultiply;
dst[px+2] = (dBA+sBA - 2*dBA*sBA) * demultiply;
break;
case 'softlight':
dst[px] = f1*Fsoftlight(r1,r2) + f2*r1 + f3*r2;
dst[px+1] = f1*Fsoftlight(g1,g2) + f2*g1 + f3*g2;
dst[px+2] = f1*Fsoftlight(b1,b2) + f2*b1 + f3*b2;
break;
case 'luminosity':
var hsl = rgb2YCbCr(r1,g1,b1);
var hsl2 = rgb2YCbCr(r2,g2,b2);
var rgb=YCbCr2rgb(hsl2.r, hsl.g, hsl.b);
dst[px] = f1*rgb.r + f2*r1 + f3*r2;
dst[px+1] = f1*rgb.g + f2*g1 + f3*g2;
dst[px+2] = f1*rgb.b + f2*b1 + f3*b2;
break;
case 'color':
var hsl = rgb2YCbCr(r1,g1,b1);
var hsl2 = rgb2YCbCr(r2,g2,b2);
var rgb=YCbCr2rgb(hsl.r, hsl2.g, hsl2.b);
dst[px] = f1*rgb.r + f2*r1 + f3*r2;
dst[px+1] = f1*rgb.g + f2*g1 + f3*g2;
dst[px+2] = f1*rgb.b + f2*b1 + f3*b2;
break;
case 'hue':
var hsl =rgb2hsv(r1,g1,b1);
var hsl2=rgb2hsv(r2,g2,b2);
var rgb=hsv2rgb(hsl2.h, hsl.s, hsl.v);
dst[px] = f1*rgb.r + f2*r1 + f3*r2;
dst[px+1] = f1*rgb.g + f2*g1 + f3*g2;
dst[px+2] = f1*rgb.b + f2*b1 + f3*b2;
break;
case 'saturation':
var hsl =rgb2hsv(r1,g1,b1);
var hsl2=rgb2hsv(r2,g2,b2);
var rgb=hsv2rgb(hsl.h, hsl2.s, hsl.v);
dst[px] = f1*rgb.r + f2*r1 + f3*r2;
dst[px+1] = f1*rgb.g + f2*g1 + f3*g2;
dst[px+2] = f1*rgb.b + f2*b1 + f3*b2;
break;
case 'lightercolor':
var rgb = 2.623*(r1-r2)+5.15*(g1-g2)+b1-b2>0 ? {r:r1,g:g1,b:b1} : {r:r2,g:g2,b:b2};
dst[px] = f1*rgb.r + f2*r1 + f3*r2;
dst[px+1] = f1*rgb.g + f2*g1 + f3*g2;
dst[px+2] = f1*rgb.b + f2*b1 + f3*b2;
break;
case 'darkercolor':
var rgb = 2.623*(r1-r2)+5.15*(g1-g2)+b1-b2<0 ? {r:r1,g:g1,b:b1} : {r:r2,g:g2,b:b2};
dst[px] = f1*rgb.r + f2*r1 + f3*r2;
dst[px+1] = f1*rgb.g + f2*g1 + f3*g2;
dst[px+2] = f1*rgb.b + f2*b1 + f3*b2;
break;
default: // ******* UNSUPPORTED mode, produces yellow/magenta checkerboard
var col = (px/4) % this.canvas.width,
row = Math.floor((px/4) / this.canvas.width),
odd = (col%8<4 && row%8<4) || (col%8>3 && row%8>3);
dst[px] = dst[px+3] = 255;
dst[px+1] = odd ? 255 : 0;
dst[px+2] = odd ? 0 : 255;
}
}
destContext.putImageData(dstD,offsets.destX,offsets.destY);
}
})();