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Class BlendMode

A class that provides constant values for visual blend mode effects.

A blend mode is always defined by two 'Context3DBlendFactor' values. A blend factor represents a particular four-value vector that is multiplied with the source or destination color in the blending formula. The blending formula is:

result = source � sourceFactor + destination � destinationFactor

In the formula, the source color is the output color of the pixel shader program. The destination color is the color that currently exists in the color buffer, as set by previous clear and draw operations.

Beware that blending factors produce different output depending on the texture type. Textures may contain 'premultiplied alpha' (pma), which means that their RGB values were multiplied with their alpha value (to save processing time). Textures based on 'BitmapData' objects have premultiplied alpha values, while ATF textures haven't. For this reason, a blending mode may have different factors depending on the pma value.

@see openfl.display3D.Context3DBlendFactor

Hierarchy

  • BlendMode

Index

Constructors

constructor

  • new BlendMode(name: string, sourceFactor: Context3DBlendFactor, destinationFactor: Context3DBlendFactor): BlendMode
  • Creates a new BlendMode instance. Don't call this method directly; instead, register a new blend mode using BlendMode.register.

    Parameters

    • name: string
    • sourceFactor: Context3DBlendFactor
    • destinationFactor: Context3DBlendFactor

    Returns BlendMode

Properties

destinationFactor

destinationFactor: string

The destination blend factor of this blend mode.

name

name: string

Returns the name of the blend mode.

sourceFactor

sourceFactor: string

The source blend factor of this blend mode.

Static ADD

ADD: string

Adds the values of the colors of the display object to the colors of its background.

Static AUTO

AUTO: string

Inherits the blend mode from this display object's parent.

Static BELOW

BELOW: string

Draws under/below existing objects; useful especially on RenderTextures.

Static ERASE

ERASE: string

Erases the background when drawn on a RenderTexture.

Static MASK

MASK: string

When used on a RenderTexture, the drawn object will act as a mask for the current content, i.e. the source alpha overwrites the destination alpha.

Static MULTIPLY

MULTIPLY: string

Multiplies the values of the display object colors with the the background color.

Static NONE

NONE: string

Deactivates blending, i.e. disabling any transparency.

Static NORMAL

NORMAL: string

The display object appears in front of the background.

Static SCREEN

SCREEN: string

Multiplies the complement (inverse) of the display object color with the complement of the background color, resulting in a bleaching effect.

Methods

activate

  • activate(): void

Protected get_destinationFactor

  • get_destinationFactor(): string

Protected get_name

  • get_name(): string

Protected get_sourceFactor

  • get_sourceFactor(): string

toString

  • toString(): string

Static get

Static getByFactors

  • getByFactors(srcFactor: Context3DBlendFactor, dstFactor: Context3DBlendFactor): Null<BlendMode>
  • Returns allready registered blend mode by given blend mode factors. Returns null if not exist.

    Parameters

    • srcFactor: Context3DBlendFactor
    • dstFactor: Context3DBlendFactor

    Returns Null<BlendMode>

Static register

  • register(name: string, srcFactor: Context3DBlendFactor, dstFactor: Context3DBlendFactor): BlendMode

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