Animation of multiply blending of two images

谁说胖子不能爱 提交于 2019-12-23 05:28:07

问题


I have two images:
bg Image1 And overlay Image2 (which height is bigger than bg image1)

Now I need to place [Image2] over [Image1] with blend mode multiply. But after that I need to animate Image2's Y position but keep blend mode so to get an animation like this: https://www.youtube.com/watch?v=D4Gqm9_Eo68

So how can I achieve that?
May be I should use OpenGL? If yes, then how exactly?


回答1:


I do not code for IOS and have no clue of platform you are coding for (memory,speed,gfx capabilities). From your Question I got the impression you have no clue of rendering and also the animating part...

  1. the easiest way would be encode it yourself

    If you got pixel access then it is just a matter of 2 nested for loops copying/combining pixels of texture to target color. I usually use GDI and Bitmap->ScanLine[] for this but as mentioned I have no clue if you have something similar on IOS.

  2. OpenGL

    as you have no OpenGL experience then I do not advice to use GLSL as it could be too much from start. Things like setting up OpenGL environment and explaining how OpenGL program works would be too long even for me (and I am used to lengthy answers). So I would skip that (you need to google some tutorial for it) anyway see:

    • Setting up OpenGL in Borland C++

    • simple rendering in OpenGL

    As this require MultiTexturing you will also need that extension (At least I think those are not in OpenGL 1.0 natively). I advice to use lib for it like GLEW or whatever else.

    The idea is to render quad (rectangle) with 2 textures at once something like this:

    The Quad Vertex coordinates are fixed (dependend on screen and image resolution/aspect ratio). Texture0 is also fixed And Texture1 has fixed one axis and the second is changing... where:

    • t is the animation parameter t=<0,1>
    • T is used gradient chunk size T<1.0

    The animation is done by changing t by some small step each frame for example increment and wrap around or use sinus...

    You need to remember that standard OpenGL knows only power of 2 textures so you need to resize/crop/resample your textures to match this criteria. I do this like this:

    Also you need to handle aspect ratio difference between your App OpenGL screen and image ... I used a short cut so the OpenGL view is square and the image is resized to square too.

    Now when using MultiTexturing you need to properly set up the Texture combiners to match your needs. It has been ages I used that so I do not remember it at all and too lazy to study that again as I use GLSL now ...

    • anyway see Texture Combiners if you need some guidience

    Luckily it looks like that default OpenGL settings of this do just what you want. So here some C++/VCL based code (without the OpenGL environment setup which is platform dependent):

    //---------------------------------------------------------------------------
    const int _txrs=2;              // max number of textures
    GLuint  txrid[_txrs],txrids=0;  // texture ids
    GLfloat t=0.0,T=0.1,dt=0.1;     // animation texture coordinates
    
    void init()
        {
        glGenTextures(_txrs,txrid);
    
        // textures
        Byte q;
        unsigned int *pp;
        int xs,ys,x,y,adr,*txr;
        union { unsigned int c32; Byte db[4]; } c;
        Graphics::TBitmap *bmp=new Graphics::TBitmap;   // new bmp
    
        // image texture
        bmp->LoadFromFile("effect_image.bmp");  // load from file
        bmp->HandleType=bmDIB;      // allow direct access to pixels
        bmp->PixelFormat=pf32bit;   // set pixel to 32bit so int is the same size as pixel
        xs=bmp->Width;              // resolution should be power of 2
        ys=bmp->Height;
        txr=new int[xs*ys];         // create linear framebuffer
        for(adr=0,y=0;y<ys;y++)
            {
            pp=(unsigned int*)bmp->ScanLine[y];
            for(x=0;x<xs;x++,adr++)
                {
                // rgb2bgr and copy bmp -> txr[]
                c.c32=pp[x];
                q      =c.db[2];
                c.db[2]=c.db[0];
                c.db[0]=q;
                txr[adr]=c.c32;
                }
            }
        glEnable(GL_TEXTURE_2D);    // copy it to gfx card
        glBindTexture(GL_TEXTURE_2D,txrid[txrids]); txrids++;
        glPixelStorei(GL_UNPACK_ALIGNMENT, 4);
        glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S,GL_CLAMP);
        glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T,GL_CLAMP);
        glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER,GL_LINEAR);
        glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER,GL_LINEAR);
        glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE,GL_MODULATE);
        glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, xs, ys, 0, GL_RGBA, GL_UNSIGNED_BYTE, txr);
        glDisable(GL_TEXTURE_2D);
        delete[] txr;
    
        // gradient texture
        bmp->LoadFromFile("effect_mask.bmp");   // load from file
        bmp->HandleType=bmDIB;      // allow direct access to pixels
        bmp->PixelFormat=pf32bit;   // set pixel to 32bit so int is the same size as pixel
        xs=bmp->Width;              // resolution should be power of 2
        ys=bmp->Height;
        txr=new int[xs*ys];         // create linear framebuffer
        for(adr=0,y=0;y<ys;y++)
            {
            pp=(unsigned int*)bmp->ScanLine[y];
            for(x=0;x<xs;x++,adr++)
                {
                // rgb2bgr and copy bmp -> txr[]
                c.c32=pp[x];
                q      =c.db[2];
                c.db[2]=c.db[0];
                c.db[0]=q;
                txr[adr]=c.c32;
                }
            }
        glEnable(GL_TEXTURE_2D);    // copy it to gfx card
        glBindTexture(GL_TEXTURE_2D,txrid[txrids]); txrids++;
        glPixelStorei(GL_UNPACK_ALIGNMENT, 4);
        glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S,GL_CLAMP);
        glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T,GL_CLAMP);
        glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER,GL_LINEAR);
        glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER,GL_LINEAR);
        glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE,GL_MODULATE);
        glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, xs, ys, 0, GL_RGBA, GL_UNSIGNED_BYTE, txr);
        glDisable(GL_TEXTURE_2D);
        delete[] txr;
        T=0.4;                      // 40% of gradient height cover the whole image
        dt=0.015*T;                 // animation step 1.5% of image
    
        delete bmp;
        }
    //---------------------------------------------------------------------------
    void TForm1::ogl_draw()
        {
        // clear buffers
        glClearColor(0.0,0.0,0.0,0.0);
        glClear(GL_COLOR_BUFFER_BIT);
    
        // unit matrices ... no projections ... so view is just <-1,+1>
        glMatrixMode(GL_PROJECTION);
        glLoadIdentity();
        glMatrixMode(GL_MODELVIEW);
        glLoadIdentity();
        glMatrixMode(GL_TEXTURE);
        glLoadIdentity();
    
        glDisable(GL_DEPTH_TEST);   // no Z-buffer for 2D
        glDisable(GL_CULL_FACE);    // no strict polygon winding
        glDisable(GL_TEXTURE_2D);
        // bind textures
        glActiveTexture(GL_TEXTURE1); glEnable(GL_TEXTURE_2D); glBindTexture(GL_TEXTURE_2D,txrid[1]);
        glActiveTexture(GL_TEXTURE0); glEnable(GL_TEXTURE_2D); glBindTexture(GL_TEXTURE_2D,txrid[0]);
        glColor3f(1.0,0.0,1.0);
        // render QUAD
        glColor3f(1.0,1.0,1.0);
        GLfloat t0=t,t1=t+T;
    
        glBegin(GL_QUADS);
        glMultiTexCoord2f(GL_TEXTURE0,0.0,0.0);
        glMultiTexCoord2f(GL_TEXTURE1,0.0,t0);
        glVertex3f(-1.0,+1.0,0.0);
        glMultiTexCoord2f(GL_TEXTURE0,0.0,1.0);
        glMultiTexCoord2f(GL_TEXTURE1,0.0,t1);
        glVertex2f(-1.0,-1.0);
        glMultiTexCoord2f(GL_TEXTURE0,1.0,1.0);
        glMultiTexCoord2f(GL_TEXTURE1,1.0,t1);
        glVertex2f(+1.0,-1.0);
        glMultiTexCoord2f(GL_TEXTURE0,1.0,0.0);
        glMultiTexCoord2f(GL_TEXTURE1,1.0,t0);
        glVertex2f(+1.0,+1.0);
        glEnd();
    
        // unbind textures so it does not mess any rendering after this (texture unit 0 at the end !!!)
        glActiveTexture(GL_TEXTURE1); glDisable(GL_TEXTURE_2D); glBindTexture(GL_TEXTURE_2D,0);
        glActiveTexture(GL_TEXTURE0); glDisable(GL_TEXTURE_2D); glBindTexture(GL_TEXTURE_2D,0);
    
        // force to render qued OpenGL rendering and swap double buffers
        glFlush();
        SwapBuffers(hdc);   // this is platform dependend !!!
        }
    //---------------------------------------------------------------------------
    void __fastcall TForm1::Timer1Timer(TObject *Sender)
        {
        ogl_draw();
        t+=dt;  // step the animation
        if ((dt>0.0)&&(t+T>1.0)) { t=1.0-T; dt=-dt; } // handle if hit top
        if ((dt<0.0)&&(t  <0.0)) { t=0.0; dt=-dt; }  // handle if hit bottom
        }
    //---------------------------------------------------------------------------
    

    As you can see it is quite a bit of code. If you use some lib to load textures and handle stuff most of it will go away (I use mine engine for this so it took mi while to get the pieces together again so it is usable standalone without lib). Do not forget to init GLEW or whatever to get access to MultiTexturing ...

This is simple VCL single form app with single timer in it (interval=20ms).

  • init() just allocates space for textures in gfx card and load the images to it.
  • ogl_draw() renders the effect of yours ...
  • Timer1Timer(TObject *Sender) is called on each timer event and just force to render frame and update animation ... it goes up through the gradient and then down ...

    This is the result:

    Of coarse it is animated but I am to lazy to catch a video of this...

[edit1]

Here link to download the whole BDS2006 project download




回答2:


What you need is:

- drawInRect:blendMode:alpha:


来源:https://stackoverflow.com/questions/33937878/animation-of-multiply-blending-of-two-images

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