This page has not yet been reviewed for compatibility with version 0.9.0. Details may now be incorrect.
Effects are a fairly late addition to Indigo, and are cheap and cheerful both in implementation and usefulness. They are all implemented in a single render pass and cost very little to make use of (in terms of rendering performance).
While we feel confident that people will find creative uses for effects, they are fairly limited - especially the edge effects like borders and glows - and we consider them to be more like prototyping aids. Effects are definitely an area for future improvement.
There are two places that you can apply effects:
- Scene graph nodes
Scene graph node effects
Flip Horizontal / Vertical (WebGL 1 & 2)
Flip draws the node in place but mirrored on either the X or Y axis.
Alpha (WebGL 1 & 2)
Sets the transparency of the node.
Tint (WebGL 1 & 2)
Tint essentially sets the saturation level of each color channel, like looking through a piece of transparent colored plastic. Examples:
RGBA.Whitetint doesn't color the graphic white, it leaves it looking normal
RGBA.Blackabsorbs all the light and the nodes pixels end up black (alpha is respected).
RGBA.Redwhich is (r=1.0, g=0.0, b=0.0, a=1.0) sucks the blue and green out of the image (like standing in a chemical photography dark room).
WebGL 2 only effects
Color Overlay (WebGL 2)
Where tint removes color, color overlay adds it. So to take the same examples:
RGBA.WhiteMakes the image white (alpha is respected).
RGBA.BlackMakes the image black (alpha is respected).
RGBA.RedMakes the image red (alpha is respected).
RGBA.Red.withRed(0.5)which is (r=0.5, g=0.0, b=0.0, a=1.0) adds 50% red to each pixel up to a maximum value of 1.0.
Gradient Overlay (WebGL 2)
Has the definition:
Overlay.LinearGradiant(fromPoint: Point, fromColor: RGBA, toPoint: Point, toColor: RGBA)
Works the same way as color overlay but allows a linear gradient to be applied instead of one solid color. The
Point positions are relative to the node being drawn and move around with the node.
// For a 16x16 graphic where we want to go top left to bottom right graphic.withOverlay( Overlay.LinearGradiant( Point.zero, RGBA.Magenta, Point(16, 16), RGBA.Cyan ) )
Border (WebGL 2)
Borders are a limited edge effect. You can use inner and / or outer borders and both can be set to
Thin (1 pixel) or
Thick (2 pixels).
graphic.withBorder( Border( color = RGBA.Green, innerThickness = Thickness.None, outerThickness = Thickness.Thick ) )
Glow (WebGL 2)
Glow is a limited edge effect. You can use inner and / or outer glows and both can have an amount set.
graphic.withGlow( Glow( color = RGBA.Green, innerGlowAmount = 0.0, outerGlowAmount = 1.0 ) )
Layer effects work in exactly the same way as the node level effects, but there are fewer of them. They can all be set during your view construction via methods on your
All layers can have tint, and saturation levels set. Tint is as described above, saturation is how much color is used i.e. 1.0 is full color, 0.0 is gray scale.
Additionally, the game and ui layers can also have a flat color overlay applied to them. For example if you want the whole game layer to turn white in a lighting flash, or to fade everything to black, you could use the layer color overlay effect.