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📄 shadowrenderer.java

📁 JAVA图形特效,详细介绍SWING等的效果开发
💻 JAVA
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     * @param shadowOpacity the generated shadows opacity     */    public void setOpacity(final float shadowOpacity) {        float oldOpacity = this.opacity;                if (shadowOpacity < 0.0) {            this.opacity = 0.0f;        } else if (shadowOpacity > 1.0f) {            this.opacity = 1.0f;        } else {            this.opacity = shadowOpacity;        }                changeSupport.firePropertyChange(OPACITY_CHANGED_PROPERTY,                                         oldOpacity,                                         this.opacity);    }    /**     * <p>Gets the size in pixel used by the renderer to generate shadows.</p>     * @return this renderer's shadow size     */    public int getSize() {        return size;    }    /**     * <p>Sets the size, in pixels, used by the renderer to generate shadows.</p>     * <p>The size defines the blur radius applied to the shadow to create the     * fuzziness.</p>     * <p>There is virtually no limit to the size. The size cannot be negative.     * If you provide a negative value, the size will be 0 instead.</p>     * @param shadowSize the generated shadows size in pixels (fuzziness)     */    public void setSize(final int shadowSize) {        int oldSize = this.size;                if (shadowSize < 0) {            this.size = 0;        } else {            this.size = shadowSize;        }                changeSupport.firePropertyChange(SIZE_CHANGED_PROPERTY,                                         new Integer(oldSize),                                         new Integer(this.size));    }    /**     * <p>Generates the shadow for a given picture and the current properties     * of the renderer.</p>     * <p>The generated image dimensions are computed as following:</p>     * <pre>     * width  = imageWidth  + 2 * shadowSize     * height = imageHeight + 2 * shadowSize     * </pre>     * @param image the picture from which the shadow must be cast     * @return the picture containing the shadow of <code>image</code>      */    public BufferedImage createShadow(final BufferedImage image) {        // Written by Sesbastien Petrucci        int shadowSize = size * 2;        int srcWidth = image.getWidth();        int srcHeight = image.getHeight();        int dstWidth = srcWidth + shadowSize;        int dstHeight = srcHeight + shadowSize;        int left = size;        int right = shadowSize - left;        int yStop = dstHeight - right;        int shadowRgb = color.getRGB() & 0x00FFFFFF;        int[] aHistory = new int[shadowSize];        int historyIdx;        int aSum;        BufferedImage dst = new BufferedImage(dstWidth, dstHeight,                                              BufferedImage.TYPE_INT_ARGB);        int[] dstBuffer = new int[dstWidth * dstHeight];        int[] srcBuffer = new int[srcWidth * srcHeight];        GraphicsUtilities.getPixels(image, 0, 0, srcWidth, srcHeight, srcBuffer);        int lastPixelOffset = right * dstWidth;        float hSumDivider = 1.0f / shadowSize;        float vSumDivider = opacity / shadowSize;        int[] hSumLookup = new int[256 * shadowSize];        for (int i = 0; i < hSumLookup.length; i++) {            hSumLookup[i] = (int) (i * hSumDivider);        }        int[] vSumLookup = new int[256 * shadowSize];        for (int i = 0; i < vSumLookup.length; i++) {            vSumLookup[i] = (int) (i * vSumDivider);        }        int srcOffset;        // horizontal pass : extract the alpha mask from the source picture and        // blur it into the destination picture        for (int srcY = 0, dstOffset = left * dstWidth; srcY < srcHeight; srcY++) {            // first pixels are empty            for (historyIdx = 0; historyIdx < shadowSize; ) {                aHistory[historyIdx++] = 0;            }            aSum = 0;            historyIdx = 0;            srcOffset = srcY * srcWidth;            // compute the blur average with pixels from the source image            for (int srcX = 0; srcX < srcWidth; srcX++) {                int a = hSumLookup[aSum];                dstBuffer[dstOffset++] = a << 24;   // store the alpha value only                                                    // the shadow color will be added in the next pass                aSum -= aHistory[historyIdx]; // substract the oldest pixel from the sum                // extract the new pixel ...                a = srcBuffer[srcOffset + srcX] >>> 24;                aHistory[historyIdx] = a;   // ... and store its value into history                aSum += a;                  // ... and add its value to the sum                if (++historyIdx >= shadowSize) {                    historyIdx -= shadowSize;                }            }            // blur the end of the row - no new pixels to grab            for (int i = 0; i < shadowSize; i++) {                int a = hSumLookup[aSum];                dstBuffer[dstOffset++] = a << 24;                // substract the oldest pixel from the sum ... and nothing new to add !                aSum -= aHistory[historyIdx];                if (++historyIdx >= shadowSize) {                    historyIdx -= shadowSize;                }            }        }        // vertical pass        for (int x = 0, bufferOffset = 0; x < dstWidth; x++, bufferOffset = x) {            aSum = 0;            // first pixels are empty            for (historyIdx = 0; historyIdx < left;) {                aHistory[historyIdx++] = 0;            }            // and then they come from the dstBuffer            for (int y = 0; y < right; y++, bufferOffset += dstWidth) {                int a = dstBuffer[bufferOffset] >>> 24;         // extract alpha                aHistory[historyIdx++] = a;                     // store into history                aSum += a;                                      // and add to sum            }            bufferOffset = x;            historyIdx = 0;            // compute the blur avera`ge with pixels from the previous pass            for (int y = 0; y < yStop; y++, bufferOffset += dstWidth) {                int a = vSumLookup[aSum];                dstBuffer[bufferOffset] = a << 24 | shadowRgb;  // store alpha value + shadow color                aSum -= aHistory[historyIdx];   // substract the oldest pixel from the sum                a = dstBuffer[bufferOffset + lastPixelOffset] >>> 24;   // extract the new pixel ...                aHistory[historyIdx] = a;                               // ... and store its value into history                aSum += a;                                              // ... and add its value to the sum                if (++historyIdx >= shadowSize) {                    historyIdx -= shadowSize;                }            }            // blur the end of the column - no pixels to grab anymore            for (int y = yStop; y < dstHeight; y++, bufferOffset += dstWidth) {                int a = vSumLookup[aSum];                dstBuffer[bufferOffset] = a << 24 | shadowRgb;                aSum -= aHistory[historyIdx];   // substract the oldest pixel from the sum                if (++historyIdx >= shadowSize) {                    historyIdx -= shadowSize;                }            }        }        GraphicsUtilities.setPixels(dst, 0, 0, dstWidth, dstHeight, dstBuffer);        return dst;    }}

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