'Jetpack Compose Applying PorterDuffMode to Image
Based on the images and PorterDuffModes in this page
I downloaded images, initially even though they are png they had light and dark gray rectangles which were not transparent and removed them.
And checked out using this sample code, replacing drawables with the ones in original code with the ones below and i get result
As it seem it works as it should with Android View, but when i use Jetpack Canvas as
androidx.compose.foundation.Canvas(modifier = Modifier.size(500.dp),
onDraw = {
drawImage(imageBitmapDst)
drawImage(imageBitmapSrc, blendMode = BlendMode.SrcIn)
})
BlendMode.SrcIn draws blue rectangle over black rectangle, other modes do not return correct results either. BlendMode.SrcOut returns black screen.
And using 2 Images stacked on top of each other with Box
val imageBitmapSrc: ImageBitmap = imageResource(id = R.drawable.c_src)
val imageBitmapDst: ImageBitmap = imageResource(id = R.drawable.c_dst)
Box {
Image(bitmap = imageBitmapSrc)
Image(
bitmap = imageBitmapDst,
colorFilter = ColorFilter(color = Color.Unspecified, blendMode = BlendMode.SrcOut)
)
}
Only blue src rectangle is visible.
Also tried with Painter
, and couldn't able to make it work either
val imageBitmapSrc: ImageBitmap = imageResource(id = R.drawable.c_src)
val imageBitmapDst: ImageBitmap = imageResource(id = R.drawable.c_dst)
val blendPainter = remember {
object : Painter() {
override val intrinsicSize: Size
get() = Size(imageBitmapSrc.width.toFloat(), imageBitmapSrc.height.toFloat())
override fun DrawScope.onDraw() {
drawImage(imageBitmapDst, blendMode = BlendMode.SrcOut)
drawImage(imageBitmapSrc)
}
}
}
Image(blendPainter)
How should Blend
or PorterDuff
mode be used with Jetpack Compose?
Solution 1:[1]
I was really frustrated for a whole week with similar problem, however your question helped me find the solution how to make it work.
EDIT1
I'm using compose 1.0.0
In my case I'm using something like double buffering instead of drawing directly on canva - just as a workaround.
Canvas(modifier = Modifier.fillMaxWidth().fillMaxHeight()) {
// First I create bitmap with real canva size
val bitmap = ImageBitmap(size.width.toInt(), size.height.toInt())
// here I'm creating canvas of my bitmap
Canvas(bitmap).apply {
// here I'm driving on canvas
}
// here I'm drawing my buffered image
drawImage(bitmap)
}
Inside Canvas(bitmap)
I'm using drawPath
, drawText
, etc with paint:
val colorPaint = Paint().apply {
color = Color.Red
blendMode = BlendMode.SrcAtop
}
And in this way BlendMode
works correctly - I've tried many of modes and everything worked as expected.
I don't know why this isn't working directly on canvas of Composable, but my workaround works fine for me.
EDIT2
After investigating Image's Painter's source code i saw that Android team also use alpha trick either to decide to create a layer or not
In Painter
private fun configureAlpha(alpha: Float) {
if (this.alpha != alpha) {
val consumed = applyAlpha(alpha)
if (!consumed) {
if (alpha == DefaultAlpha) {
// Only update the paint parameter if we had it allocated before
layerPaint?.alpha = alpha
useLayer = false
} else {
obtainPaint().alpha = alpha
useLayer = true
}
}
this.alpha = alpha
}
}
And applies here
fun DrawScope.draw(
size: Size,
alpha: Float = DefaultAlpha,
colorFilter: ColorFilter? = null
) {
configureAlpha(alpha)
configureColorFilter(colorFilter)
configureLayoutDirection(layoutDirection)
// b/156512437 to expose saveLayer on DrawScope
inset(
left = 0.0f,
top = 0.0f,
right = this.size.width - size.width,
bottom = this.size.height - size.height
) {
if (alpha > 0.0f && size.width > 0 && size.height > 0) {
if (useLayer) {
val layerRect = Rect(Offset.Zero, Size(size.width, size.height))
// TODO (b/154550724) njawad replace with RenderNode/Layer API usage
drawIntoCanvas { canvas ->
canvas.withSaveLayer(layerRect, obtainPaint()) {
onDraw()
}
}
} else {
onDraw()
}
}
}
}
}
Solution 2:[2]
Easiest way to solve issue is to add
.graphicsLayer(alpha = 0.99f)
to Modifier
to make sure an offscreen buffer
@Composable
fun DrawWithBlendMode() {
val imageBitmapSrc = ImageBitmap.imageResource(
LocalContext.current.resources,
R.drawable.composite_src
)
val imageBitmapDst = ImageBitmap.imageResource(
LocalContext.current.resources,
R.drawable.composite_dst
)
Canvas(
modifier = Modifier
.fillMaxSize()
// Provide a slight opacity to for compositing into an
// offscreen buffer to ensure blend modes are applied to empty pixel information
// By default any alpha != 1.0f will use a compositing layer by default
.graphicsLayer(alpha = 0.99f)
) {
val dimension = (size.height.coerceAtMost(size.width) / 2f).toInt()
drawImage(
image = imageBitmapDst,
dstSize = IntSize(dimension, dimension)
)
drawImage(
image = imageBitmapSrc,
dstSize = IntSize(dimension, dimension),
blendMode = BlendMode.SrcOut
)
}
}
Result
Or adding a layer in Canvas does the trick
with(drawContext.canvas.nativeCanvas) {
val checkPoint = saveLayer(null, null)
// Destination
drawImage(
image = dstImage,
srcSize = IntSize(canvasWidth / 2, canvasHeight / 2),
dstSize = IntSize(canvasWidth, canvasHeight),
)
// Source
drawImage(
image = srcImage,
srcSize = IntSize(canvasWidth / 2, canvasHeight / 2),
dstSize = IntSize(canvasWidth, canvasHeight),
blendMode = blendMode
)
restoreToCount(checkPoint)
}
I created some tutorials for applying blend modes here
Sources
This article follows the attribution requirements of Stack Overflow and is licensed under CC BY-SA 3.0.
Source: Stack Overflow
Solution | Source |
---|---|
Solution 1 | Thracian |
Solution 2 |