@awayjs/stage
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Stage for AwayJS
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text/typescript
/**
* A export class that provides constant values for visual blend mode effects. These
* constants are used in the following:
* <ul>
* <li> The <code>blendMode</code> property of the
* flash.display.DisplayObject class.</li>
* <li> The <code>blendMode</code> parameter of the <code>draw()</code>
* method of the flash.display.BitmapData class</li>
* </ul>
*/
export class BlendMode {
/**
* Adds the values of the constituent colors of the display object to the
* colors of its background, applying a ceiling of 0xFF. This setting is
* commonly used for animating a lightening dissolve between two objects.
*
* <p>For example, if the display object has a pixel with an RGB value of
* 0xAAA633, and the background pixel has an RGB value of 0xDD2200, the
* resulting RGB value for the displayed pixel is 0xFFC833(because 0xAA +
* 0xDD > 0xFF, 0xA6 + 0x22 = 0xC8, and 0x33 + 0x00 = 0x33).</p>
*/
public static ADD: string = 'add';
/**
* Applies the alpha value of each pixel of the display object to the
* background. This requires the <code>blendMode</code> property of the
* parent display object be set to
* <code>away.base.BlendMode.LAYER</code>.
*
* <p>Not supported under GPU rendering.</p>
*/
public static ALPHA: string = 'alpha';
/**
* Selects the darker of the constituent colors of the display object and the
* colors of the background(the colors with the smaller values). This
* setting is commonly used for superimposing type.
*
* <p>For example, if the display object has a pixel with an RGB value of
* 0xFFCC33, and the background pixel has an RGB value of 0xDDF800, the
* resulting RGB value for the displayed pixel is 0xDDCC00(because 0xFF >
* 0xDD, 0xCC < 0xF8, and 0x33 > 0x00 = 33).</p>
*
* <p>Not supported under GPU rendering.</p>
*/
public static DARKEN: string = 'darken';
/**
* Compares the constituent colors of the display object with the colors of
* its background, and subtracts the darker of the values of the two
* constituent colors from the lighter value. This setting is commonly used
* for more vibrant colors.
*
* <p>For example, if the display object has a pixel with an RGB value of
* 0xFFCC33, and the background pixel has an RGB value of 0xDDF800, the
* resulting RGB value for the displayed pixel is 0x222C33(because 0xFF -
* 0xDD = 0x22, 0xF8 - 0xCC = 0x2C, and 0x33 - 0x00 = 0x33).</p>
*/
public static DIFFERENCE: string = 'difference';
/**
* Erases the background based on the alpha value of the display object. This
* process requires that the <code>blendMode</code> property of the parent
* display object be set to <code>flash.display.BlendMode.LAYER</code>.
*
* <p>Not supported under GPU rendering.</p>
*/
public static ERASE: string = 'erase';
/**
* Adjusts the color of each pixel based on the darkness of the display
* object. If the display object is lighter than 50% gray, the display object
* and background colors are screened, which results in a lighter color. If
* the display object is darker than 50% gray, the colors are multiplied,
* which results in a darker color. This setting is commonly used for shading
* effects.
*
* <p>Not supported under GPU rendering.</p>
*/
public static HARDLIGHT: string = 'hardlight';
/**
* Inverts the background.
*/
public static INVERT: string = 'invert';
/**
* Forces the creation of a transparency group for the display object. This
* means that the display object is precomposed in a temporary buffer before
* it is processed further. The precomposition is done automatically if the
* display object is precached by means of bitmap caching or if the display
* object is a display object container that has at least one child object
* with a <code>blendMode</code> setting other than <code>"normal"</code>.
*
* <p>Not supported under GPU rendering.</p>
*/
public static LAYER: string = 'layer';
/**
* Selects the lighter of the constituent colors of the display object and
* the colors of the background(the colors with the larger values). This
* setting is commonly used for superimposing type.
*
* <p>For example, if the display object has a pixel with an RGB value of
* 0xFFCC33, and the background pixel has an RGB value of 0xDDF800, the
* resulting RGB value for the displayed pixel is 0xFFF833(because 0xFF >
* 0xDD, 0xCC < 0xF8, and 0x33 > 0x00 = 33).</p>
*
* <p>Not supported under GPU rendering.</p>
*/
public static LIGHTEN: string = 'lighten';
/**
* Multiplies the values of the display object constituent colors by the
* constituent colors of the background color, and normalizes by dividing by
* 0xFF, resulting in darker colors. This setting is commonly used for
* shadows and depth effects.
*
* <p>For example, if a constituent color(such as red) of one pixel in the
* display object and the corresponding color of the pixel in the background
* both have the value 0x88, the multiplied result is 0x4840. Dividing by
* 0xFF yields a value of 0x48 for that constituent color, which is a darker
* shade than the color of the display object or the color of the
* background.</p>
*/
public static MULTIPLY: string = 'multiply';
/**
* The display object appears in front of the background. Pixel values of the
* display object override the pixel values of the background. Where the
* display object is transparent, the background is visible.
*/
public static NORMAL: string = 'normal';
/**
* Adjusts the color of each pixel based on the darkness of the background.
* If the background is lighter than 50% gray, the display object and
* background colors are screened, which results in a lighter color. If the
* background is darker than 50% gray, the colors are multiplied, which
* results in a darker color. This setting is commonly used for shading
* effects.
*
* <p>Not supported under GPU rendering.</p>
*/
public static OVERLAY: string = 'overlay';
/**
* Multiplies the complement(inverse) of the display object color by the
* complement of the background color, resulting in a bleaching effect. This
* setting is commonly used for highlights or to remove black areas of the
* display object.
*/
public static SCREEN: string = 'screen';
/**
* Uses a shader to define the blend between objects.
*
* <p>Setting the <code>blendShader</code> property to a Shader instance
* automatically sets the display object's <code>blendMode</code> property to
* <code>BlendMode.SHADER</code>. If the <code>blendMode</code> property is
* set to <code>BlendMode.SHADER</code> without first setting the
* <code>blendShader</code> property, the <code>blendMode</code> property is
* set to <code>BlendMode.NORMAL</code> instead. If the
* <code>blendShader</code> property is set(which sets the
* <code>blendMode</code> property to <code>BlendMode.SHADER</code>), then
* later the value of the <code>blendMode</code> property is changed, the
* blend mode can be reset to use the blend shader simply by setting the
* <code>blendMode</code> property to <code>BlendMode.SHADER</code>. The
* <code>blendShader</code> property does not need to be set again except to
* change the shader that's used to define the blend mode.</p>
*
* <p>Not supported under GPU rendering.</p>
*/
public static SHADER: string = 'shader';
/**
* Subtracts the values of the constituent colors in the display object from
* the values of the background color, applying a floor of 0. This setting is
* commonly used for animating a darkening dissolve between two objects.
*
* <p>For example, if the display object has a pixel with an RGB value of
* 0xAA2233, and the background pixel has an RGB value of 0xDDA600, the
* resulting RGB value for the displayed pixel is 0x338400(because 0xDD -
* 0xAA = 0x33, 0xA6 - 0x22 = 0x84, and 0x00 - 0x33 < 0x00).</p>
*/
public static SUBTRACT: string = 'subtract';
}
/**
* Checks whether the blendmode is one that can be achived natively in WebGL
*
* @param blend
* @returns
*/
export function isNativeBlend(blend: BlendMode): boolean {
switch (blend) {
case BlendMode.LAYER:
case BlendMode.MULTIPLY:
case BlendMode.NORMAL:
case BlendMode.ADD:
case BlendMode.SCREEN:
case BlendMode.ALPHA:
case BlendMode.SUBTRACT:
return true;
default:
return false;
}
}