📄 shadowrenderer.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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