I would like to reproduce the following Blend Mode from Photoshop, how can I do it?
Darken, Multiply, Overlay
Tks in advance...
I would like to reproduce the following Blend Mode from Photoshop, how can I do it?
Darken, Multiply, Overlay
Tks in advance...
What do these operations do?
Blend mode works in the following way:
sourceColor * sourceFactor + destinationClor * destinationFactor.
To implement multiply you should set:
sourceFactor = GL_DST_COLOR, destinationFactr = GL_ZERO
I don't know exact maths behind darken and overlay.
Additilnally, you can use shaders to perform some advanced operations on sourceColor, but shaders do not have ccess to destinationColor.
To do some of the more complicated blending you will need to do some fancy shader work with a copy of the scene as a lookup texture.
The math is:
This comes from:Code :multiply a * b screen 1 - (1 - a) * (1 - b) darken min(a, b) lighten max(a, b) difference abs(a - b) negation 1 - abs(1 - a - b) exclusion a + b - 2 * a * b overlay a < .5 ? (2 * a * b) : (1 - 2 * (1 - a) * (1 - b)) hard light b < .5 ? (2 * a * b) : (1 - 2 * (1 - a) * (1 - b)) soft light b < .5 ? (2 * a * b + a * a * (1 - 2 * b)) : (sqrt(a) * (2 * b - 1) + (2 * a) * (1 - b)) dodge a / (1 - b) burn 1 - (1 - a) / b
http://www.blackpawn.com/blog/?p=94
http://www.pegtop.net/delphi/articles/blendmodes/
If you have trouble understanding how the blending functions work, this program may help:
http://home.planet.nl/~buijs512/_temp/blendfunc.zip
(Note: The BlendEquation stuff doesn't work, I never found out what it does.)
I never understood why OpenGL supports relatively few blend modes. Is there a technical reason for this?
tks alot sqrt[-1],
now after some digs, I can't figure out how to implement theses equations... whithout having to pass by a shader...
Any other suggestion?
You need to use shader as described by sqrt[-1].
There is no other way for complex per-pixel math (unless you want to do it on CPU).
It supports plenty of blending modes. In GL 2.1, there are 4 basic blending functions (add, subtract, min & max), with blend parameters. Parameters can be separated between RGB and A, and there's even an extension to separate the entire blend function between RGB and A.I never understood why OpenGL supports relatively few blend modes. Is there a technical reason for this?
What it doesn't have is arbitrary computation in the blend stage. There are whispers that this will eventually be opened up in the future.
Well you can do Darken and Multiply with standard OpenGL.
Overlay is the only one that requires a shader.
Multiply(as described above) = sourceFactor = GL_DST_COLOR, destinationFactr = GL_ZERO, blendEquation = GL_FUNC_ADD (default)
Darken = sourceFactor = GL_ONE, destinationFactr = GL_ONE, blendEquation = GL_FUNC_MIN
I have to admit that you blow me away sqrt[-1] with theses equations... and now Im think about using them all (except overlay because of what you mention above). So for the others do you have the source, dest. and blendequation?
Tks in advance,
Cheers!