orgColor
.overlayColor
with transparancy (alpha channel).Given those two colors orgColor
and overlayColor
how do I calculate the calculatedColor
that should not have any transparency but is exactly the same color on screen then as if both views would actually be overlayed?
I have written a skeleton function for this (to show the principle). But don't know how the calculate (I found a couple of posts on stack overflow regarding color blending but none would actually remove the transparency in the result...):
func calculateColor(orgColor: UIColor, overlayColor: UIColor) -> UIColor {
var (r1, g1, b1, a1) = (CGFloat(0), CGFloat(0), CGFloat(0), CGFloat(0))
var (r2, g2, b2, a2) = (CGFloat(0), CGFloat(0), CGFloat(0), CGFloat(0))
orgColor.getRed(&r1, green: &g1, blue: &b1, alpha: &a1)
overlayColor.getRed(&r2, green: &g2, blue: &b2, alpha: &a2)
//how to put the alpha in the r g b? and integrate the overlay r g b?
return color
}
The alpha of the overlay color (a2
) tells you the percentage that color contributes to the total, and (1 - a2)
tells you the percentage the original color contributes. From that, it is a straightforward calculation:
func calculateColor(orgColor: UIColor, overlayColor: UIColor) -> UIColor {
// Helper function to clamp values to range (0.0 ... 1.0)
func clampValue(_ v: CGFloat) -> CGFloat {
guard v > 0 else { return 0 }
guard v < 1 else { return 1 }
return v
}
var (r1, g1, b1, a1) = (CGFloat(0), CGFloat(0), CGFloat(0), CGFloat(0))
var (r2, g2, b2, a2) = (CGFloat(0), CGFloat(0), CGFloat(0), CGFloat(0))
orgColor.getRed(&r1, green: &g1, blue: &b1, alpha: &a1)
overlayColor.getRed(&r2, green: &g2, blue: &b2, alpha: &a2)
// Make sure the input colors are well behaved
// Components should be in the range (0.0 ... 1.0)
r1 = clampValue(r1)
g1 = clampValue(g1)
b1 = clampValue(b1)
r2 = clampValue(r2)
g2 = clampValue(g2)
b2 = clampValue(b2)
a2 = clampValue(a2)
let color = UIColor( red: r1 * (1 - a2) + r2 * a2,
green: g1 * (1 - a2) + g2 * a2,
blue: b1 * (1 - a2) + b2 * a2,
alpha: 1)
return color
}
Intuitively this checks out. If the overlay color is fully opaque (a2 == 1
) then the result will be the overlay color. If the overlay color is fully transparent (a2 == 0
), the result will be the original color. If the overlay color's alpha is 0.5
, you will get a blend that is exactly halfway between the two colors.
Testing it in a Playground:
// Make these colors anything you want
let c1 = UIColor(red: 27/255, green: 155/255, blue: 199/255, alpha: 1.0)
let c2 = UIColor(red: 188/255, green: 13/255, blue: 51/255, alpha: 0.37)
let c3 = calculateColor(orgColor: c1, overlayColor: c2)
let view1 = UIView(frame: CGRect(x: 0, y: 0, width: 100, height: 100))
let view2 = UIView(frame: CGRect(x: 0, y: 0, width: 100, height: 100))
view1.backgroundColor = c1
view2.backgroundColor = c2
// Overlay view2 onto view1
view1.addSubview(view2)
// view3 has the calculated color
let view3 = UIView(frame: CGRect(x: 100, y: 0, width: 100, height: 100))
view3.backgroundColor = c3
// display the views side by side in view4
let view4 = UIView(frame: CGRect(x: 0, y: 0, width: 200, height: 100))
view4.addSubview(view1)
view4.addSubview(view3)
// display this view and see that the two halves match
view4
Playground output:
Based on @vacawama 's answer (all credit to him!) I wrote the following extension to UIColor:
extension UIColor {
func solidColorWhenOverlayed(by overlayColor: UIColor) -> UIColor {
// Helper function to clamp values to range (0.0 ... 1.0)
func clampValue(_ v: CGFloat) -> CGFloat {
guard v > 0 else { return 0 }
guard v < 1 else { return 1 }
return v
}
var (r1, g1, b1, a1) = (CGFloat(0), CGFloat(0), CGFloat(0), CGFloat(0))
var (r2, g2, b2, a2) = (CGFloat(0), CGFloat(0), CGFloat(0), CGFloat(0))
getRed(&r1, green: &g1, blue: &b1, alpha: &a1)
overlayColor.getRed(&r2, green: &g2, blue: &b2, alpha: &a2)
// Make sure the input colors are well behaved
// Components should be in the range (0.0 ... 1.0)
// This to compensate for any "bad" colors = colors which have component values out of range
r1 = clampValue(r1)
g1 = clampValue(g1)
b1 = clampValue(b1)
r2 = clampValue(r2)
g2 = clampValue(g2)
b2 = clampValue(b2)
a2 = clampValue(a2)
return UIColor( red : r1 * (1 - a2) + r2 * a2,
green: g1 * (1 - a2) + g2 * a2,
blue : b1 * (1 - a2) + b2 * a2,
alpha: 1)
}
}
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