ColorFilter Class
Applies a color transform to DisplayObjects.
Example
This example draws a red circle, and then transforms it to Blue. This is accomplished by multiplying all the channels to 0 (except alpha, which is set to 1), and then adding 255 to the blue channel. var shape = new createjs.Shape().set({x:100,y:100});
shape.graphics.beginFill("#ff0000").drawCircle(0,0,50);
shape.filters = [
new createjs.ColorFilter(0,0,0,1, 0,0,255,0)
];
shape.cache(-50, -50, 100, 100);
See Filter for an more information on applying filters.
Constructor
ColorFilter
-
[redMultiplier=1]
-
[greenMultiplier=1]
-
[blueMultiplier=1]
-
[alphaMultiplier=1]
-
[redOffset=0]
-
[greenOffset=0]
-
[blueOffset=0]
-
[alphaOffset=0]
Parameters:
-
[redMultiplier=1]
Number optionalThe amount to multiply against the red channel. This is a range between 0 and 1.
-
[greenMultiplier=1]
Number optionalThe amount to multiply against the green channel. This is a range between 0 and 1.
-
[blueMultiplier=1]
Number optionalThe amount to multiply against the blue channel. This is a range between 0 and 1.
-
[alphaMultiplier=1]
Number optionalThe amount to multiply against the alpha channel. This is a range between 0 and 1.
-
[redOffset=0]
Number optionalThe amount to add to the red channel after it has been multiplied. This is a range between -255 and 255.
-
[greenOffset=0]
Number optionalThe amount to add to the green channel after it has been multiplied. This is a range between -255 and 255.
-
[blueOffset=0]
Number optionalThe amount to add to the blue channel after it has been multiplied. This is a range between -255 and 255.
-
[alphaOffset=0]
Number optionalThe amount to add to the alpha channel after it has been multiplied. This is a range between -255 and 255.
Item Index
Methods
_applyFilter
-
imageData
Parameters:
-
imageData
ImageDataTarget ImageData instance.
Returns:
applyFilter
-
ctx
-
x
-
y
-
width
-
height
-
[targetCtx]
-
[targetX]
-
[targetY]
Applies the filter to the specified context.
Parameters:
-
ctx
CanvasRenderingContext2DThe 2D context to use as the source.
-
x
NumberThe x position to use for the source rect.
-
y
NumberThe y position to use for the source rect.
-
width
NumberThe width to use for the source rect.
-
height
NumberThe height to use for the source rect.
-
[targetCtx]
CanvasRenderingContext2D optionalThe 2D context to draw the result to. Defaults to the context passed to ctx.
-
[targetX]
Number optionalThe x position to draw the result to. Defaults to the value passed to x.
-
[targetY]
Number optionalThe y position to draw the result to. Defaults to the value passed to y.
Returns:
If the filter was applied successfully.
clone
()
Filter
Returns a clone of this Filter instance.
Returns:
A clone of the current Filter instance.
getBounds
-
[rect]
Provides padding values for this filter. That is, how much the filter will extend the visual bounds of an object it is applied to.
Parameters:
-
[rect]
Rectangle optionalIf specified, the provided Rectangle instance will be expanded by the padding amounts and returned.
Returns:
If a rect
param was provided, it is returned. If not, either a new rectangle with the padding values, or null if no padding is required for this filter.
shaderParamSetup
-
gl
-
stage
-
shaderProgram
Assign any unique uniforms or other setup functionality here.
Parameters:
-
gl
WebGLContextThe context associated with the stage performing the render.
-
stage
StageGLThe stage instance that will be rendering.
-
shaderProgram
ShaderProgramThe compiled shader that is going to be used to perform the render.
Properties
_multiPass
Filter
private
Another filter that is required to act as part of this filter and created and managed under the hood.
Default: null
FRAG_SHADER
String
readonly
Pre-processed template shader code. It will be parsed before being fed in into the shader compiler. This should be based upon StageGL.SHADER_FRAGMENT_BODY_REGULAR
usesContext
Boolean
A flag stating that this filter uses a context draw mode and cannot be batched into imageData processing.
Default: false
VTX_SHADER
String
readonly
Pre-processed template shader code. It will be parsed before being fed in into the shader compiler. This should be based upon StageGL.SHADER_VERTEX_BODY_REGULAR