在Photoshop中,您可以选择“颜色”(从底部开始的第二个)将混合模式设置为下一个较低层:
如果图像顶部只有一个渐变,结果可能如下所示:
我在某处找到的颜色混合模式的描述是:
颜色将下层的色调和饱和度更改为上层的色调和饱和度,但仅留下亮度。
到目前为止我的代码是:
using(var g = Graphics.FromImage(canvas))
{
// draw the lower image
g.DrawImage(lowerImg, left, top);
// creating a gradient and draw on top
using (Brush brush = new LinearGradientBrush(new Rectangle(0, 0, canvasWidth, canvasHeight), Color.Violet, Color.Red, 20))
{
g.FillRectangle(brush, 0, 0, canvasWidth, canvasHeight);
}
}
但是 - 当然 - 只是在较低的图像上画画。
所以问题是:
如何使用Photoshop中提供的混合模式“color”在另一个图像上绘制图像?
修改
为了让我更清楚我想要实现的目标:
如果有人想使用这些图片进行测试:
答案 0 :(得分:6)
这是我的解决方案。我使用Rich Newman的HSLColor类来转换RGB和HSL值。
using (Bitmap lower = new Bitmap("lower.png"))
using (Bitmap upper = new Bitmap("upper.png"))
using (Bitmap output = new Bitmap(lower.Width, lower.Height))
{
int width = lower.Width;
int height = lower.Height;
var rect = new Rectangle(0, 0, width, height);
BitmapData lowerData = lower.LockBits(rect, ImageLockMode.ReadOnly, PixelFormat.Format24bppRgb);
BitmapData upperData = upper.LockBits(rect, ImageLockMode.ReadOnly, PixelFormat.Format24bppRgb);
BitmapData outputData = output.LockBits(rect, ImageLockMode.WriteOnly, PixelFormat.Format24bppRgb);
unsafe
{
byte* lowerPointer = (byte*) lowerData.Scan0;
byte* upperPointer = (byte*) upperData.Scan0;
byte* outputPointer = (byte*) outputData.Scan0;
for (int i = 0; i < height; i++)
{
for (int j = 0; j < width; j++)
{
HSLColor lowerColor = new HSLColor(lowerPointer[2], lowerPointer[1], lowerPointer[0]);
HSLColor upperColor = new HSLColor(upperPointer[2], upperPointer[1], upperPointer[0]);
upperColor.Luminosity = lowerColor.Luminosity;
Color outputColor = (Color) upperColor;
outputPointer[0] = outputColor.B;
outputPointer[1] = outputColor.G;
outputPointer[2] = outputColor.R;
// Moving the pointers by 3 bytes per pixel
lowerPointer += 3;
upperPointer += 3;
outputPointer += 3;
}
// Moving the pointers to the next pixel row
lowerPointer += lowerData.Stride - (width * 3);
upperPointer += upperData.Stride - (width * 3);
outputPointer += outputData.Stride - (width * 3);
}
}
lower.UnlockBits(lowerData);
upper.UnlockBits(upperData);
output.UnlockBits(outputData);
// Drawing the output image
}
答案 1 :(得分:0)
您必须重新构建代码,以便在临时位图上绘制渐变,从临时位图和画布中读取每个像素,并将合成像素写入画布。您应该能够找到RGB和HSL颜色之间的代码转换,一旦您可以这样做,将画布中像素的色调和饱和度设置为临时位图中的值是微不足道的(尽管如果您想使用它会有点难度) alpha值)。
答案 2 :(得分:0)
这是完整性所接受答案的安全(且速度较慢)版本。
using (var lower = new Bitmap(@"lower.png"))
using (var upper = new Bitmap(@"upper.png"))
using (var output = new Bitmap(lower.Width, lower.Height))
{
var width = lower.Width;
var height = lower.Height;
for (var i = 0; i < height; i++)
{
for (var j = 0; j < width; j++)
{
var upperPixel = upper.GetPixel(j, i);
var lowerPixel = lower.GetPixel(j, i);
var lowerColor = new HSLColor(lowerPixel.R, lowerPixel.G, lowerPixel.B);
var upperColor = new HSLColor(upperPixel.R, upperPixel.G, upperPixel.B) {Luminosity = lowerColor.Luminosity};
var outputColor = (Color)upperColor;
output.SetPixel(j, i, outputColor);
}
}
// Drawing the output image
}