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Overlay blend mode formula?

I have 2 colors: 1 dynamically set and another that's always white 0.5 alpha. I want to calculate the resulting white color as if it was drawn on top of the dynamic color using Overlay blend mode.

I'm aware that Overlay combines Multiply and Screen blend modes.

Multiply blend mode's formula is:

Result Color = (Top Color) * (Bottom Color) /255

While Screen blend mode's is:

Result Color = 255 - [((255 - Top Color)*(255 - Bottom Color))/255]

How do I calculate the resulting color for the Overlay blend mode?

Is there a UIColor extension class out there that does this out of the box?

like image 464
samvermette Avatar asked Apr 28 '11 21:04

samvermette


People also ask

What is overlay blend mode?

Overlay is another of Photoshop's most Commonly Used Blending Modes. It uses Screen at half strength on colors brighter than 50% gray. And the Multiply at half strength on colors darker than 50% gray. 50% gray itself becomes transparent.

What are the 3 most used blend modes?

The Subtract mode subtracts the color of the blending layer from the base colors, resulting in a darker color. The Lighten mode compares the base colors and the colors of the blending layer, and keeps the lighter color. The Screen mode inverts the base colors and multiplies with the colors of the blending layer.


3 Answers

There are two part of formula:

First part: If Lower Layer Value > 127.5, then do the following -

Value Unit = (255-Lower Layer Value)/127.5

Min Value = Lower Layer Value - (255-Lower Layer Value)

Overlay = (Upper Layer Value * Value Unit) + Min Value

Second part: If Lower Layer Value < 127.5, then do the following -

Value Unit=Lower Layer Value/127.5

Overlay = Upper Layer Value * Value Unit

From the formual we can see that the final result is much depend on the upper layer value. If the upper layer value is higher(lighter), then the final result is more likely to be lighter.

From here.

like image 185
willi Avatar answered Oct 15 '22 20:10

willi


Following up on willi's answer, here's the formula ported to code:

CGFloat newComponents[4];
const CGFloat *topComponents = CGColorGetComponents([[UIColor colorWithRed:1 green:1 blue:1 alpha:1] CGColor]);
const CGFloat *components = CGColorGetComponents(self.color.CGColor);
const int n = CGColorGetNumberOfComponents(self.color.CGColor);

for(int i=0; i < n; i++) {

    if(components[i] > 0.5) {
        CGFloat value = (topComponents[i]-components[i])/0.5;
        CGFloat min = components[i]-(topComponents[i]-components[i]);
        newComponents[i] = topComponents[i]*value+min; 
    } else {
        CGFloat value = components[i]/0.5;
        newComponents[i] = topComponents[i]*value; 
    }
}

CGColorSpaceRef colorSpace = CGColorSpaceCreateDeviceRGB();
UIColor *resultColor = [UIColor colorWithCGColor:CGColorCreate(colorSpace, newComponents)];
CGColorSpaceRelease(colorSpace);
like image 38
samvermette Avatar answered Oct 15 '22 22:10

samvermette


I have no idea of your goal, and might be completely off-topic, but why not just using Quartz 2D?

CGContextRef ctx = UIGraphicsGetCurrentContext();
CGContextSetBlendMode(ctx, kCGBlendModeOverlay);
... draw with overlay blending

CGBlendMode offers via CGContextSetBlendMode Overlay, Multiply, Screen and much more... :

enum CGBlendMode {
    /* Available in Mac OS X 10.4 & later. */
    kCGBlendModeNormal,
    kCGBlendModeMultiply,
    kCGBlendModeScreen,
    kCGBlendModeOverlay,
    kCGBlendModeDarken,
    kCGBlendModeLighten,
    kCGBlendModeColorDodge,
    kCGBlendModeColorBurn,
    kCGBlendModeSoftLight,
    kCGBlendModeHardLight,
    kCGBlendModeDifference,
    kCGBlendModeExclusion,
    kCGBlendModeHue,
    kCGBlendModeSaturation,
    kCGBlendModeColor,
    kCGBlendModeLuminosity,

    /* Available in Mac OS X 10.5 & later. R, S, and D are, respectively,
       premultiplied result, source, and destination colors with alpha; Ra,
       Sa, and Da are the alpha components of these colors.

       The Porter-Duff "source over" mode is called `kCGBlendModeNormal':
         R = S + D*(1 - Sa)

       Note that the Porter-Duff "XOR" mode is only titularly related to the
       classical bitmap XOR operation (which is unsupported by
       CoreGraphics). */

    kCGBlendModeClear,          /* R = 0 */
    kCGBlendModeCopy,           /* R = S */
    kCGBlendModeSourceIn,       /* R = S*Da */
    kCGBlendModeSourceOut,      /* R = S*(1 - Da) */
    kCGBlendModeSourceAtop,     /* R = S*Da + D*(1 - Sa) */
    kCGBlendModeDestinationOver,    /* R = S*(1 - Da) + D */
    kCGBlendModeDestinationIn,      /* R = D*Sa */
    kCGBlendModeDestinationOut,     /* R = D*(1 - Sa) */
    kCGBlendModeDestinationAtop,    /* R = S*(1 - Da) + D*Sa */
    kCGBlendModeXOR,            /* R = S*(1 - Da) + D*(1 - Sa) */
    kCGBlendModePlusDarker,     /* R = MAX(0, (1 - D) + (1 - S)) */
    kCGBlendModePlusLighter     /* R = MIN(1, S + D) */
};
typedef enum CGBlendMode CGBlendMode; /* Available in Mac OS X 10.4 & later. */
like image 41
Vincent Guerci Avatar answered Oct 15 '22 20:10

Vincent Guerci