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改变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,canvasWidth,canvasHeight),Color.Violet,Color.Red,20)) { g.FillRectangle(brush,canvasHeight); } }
但那是 – 当然 – 只是在较低的图像上绘画.
所以问题是:
如何使用Photoshop中提供的混合模式“颜色”在另一个图像上绘制图像?
编辑:
为了使我更清楚我想要实现的目标:
如果有人想使用图像进行测试:
解决方法
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,width,height); BitmapData lowerData = lower.LockBits(rect,ImageLockMode.ReadOnly,PixelFormat.Format24bppRgb); BitmapData upperData = upper.LockBits(rect,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 }