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package com.sun.scenario.effect;

import com.sun.javafx.geom.BaseBounds;
import com.sun.javafx.geom.DirtyRegionContainer;
import com.sun.javafx.geom.DirtyRegionPool;
import com.sun.javafx.geom.RectBounds;
import com.sun.javafx.geom.Rectangle;
import com.sun.javafx.geom.transform.BaseTransform;
import com.sun.scenario.effect.impl.Renderer;
import com.sun.scenario.effect.impl.state.GaussianShadowState;
import com.sun.scenario.effect.impl.state.LinearConvolveKernel;

A blurred shadow effect using a Gaussian convolution kernel, with a configurable radius and shadow color. Only the alpha channel of the input is used to create the shadow effect. The alpha value of each pixel from the result of the blur operation is modulated with the specified shadow color to produce the resulting image.
/** * A blurred shadow effect using a Gaussian convolution kernel, with a * configurable radius and shadow color. Only the alpha channel of the * input is used to create the shadow effect. The alpha value of each * pixel from the result of the blur operation is modulated with the * specified shadow color to produce the resulting image. */
public class GaussianShadow extends AbstractShadow { private GaussianShadowState state = new GaussianShadowState();
Constructs a new GaussianShadow effect with the default radius (10.0) and the default color (Color4f.BLACK), using the default input for source data. This is a shorthand equivalent to:
    new GaussianShadow(10f, Color4f.BLACK, DefaultInput)
/** * Constructs a new {@code GaussianShadow} effect with the default radius * (10.0) and the default color ({@code Color4f.BLACK}), using the * default input for source data. * This is a shorthand equivalent to: * <pre> * new GaussianShadow(10f, Color4f.BLACK, DefaultInput) * </pre> */
public GaussianShadow() { this(10f); }
Constructs a new GaussianShadow effect with the given radius and the default color (Color4f.BLACK), using the default input for source data. This is a shorthand equivalent to:
    new GaussianShadow(radius, Color4f.BLACK, DefaultInput)
Params:
  • radius – the radius of the Gaussian kernel
Throws:
/** * Constructs a new {@code GaussianShadow} effect with the given radius * and the default color ({@code Color4f.BLACK}), using the * default input for source data. * This is a shorthand equivalent to: * <pre> * new GaussianShadow(radius, Color4f.BLACK, DefaultInput) * </pre> * * @param radius the radius of the Gaussian kernel * @throws IllegalArgumentException if {@code radius} is outside the * allowable range */
public GaussianShadow(float radius) { this(radius, Color4f.BLACK); }
Constructs a new GaussianShadow effect with the given radius and color, using the default input for source data. This is a shorthand equivalent to:
    new GaussianShadow(radius, color, DefaultInput)
Params:
  • radius – the radius of the Gaussian kernel
  • color – the shadow Color4f
Throws:
/** * Constructs a new {@code GaussianShadow} effect with the given radius * and color, using the default input for source data. * This is a shorthand equivalent to: * <pre> * new GaussianShadow(radius, color, DefaultInput) * </pre> * * @param radius the radius of the Gaussian kernel * @param color the shadow {@code Color4f} * @throws IllegalArgumentException if {@code radius} is outside the * allowable range */
public GaussianShadow(float radius, Color4f color) { this(radius, color, DefaultInput); }
Constructs a new GaussianShadow effect with the given radius and color.
Params:
  • radius – the radius of the Gaussian kernel
  • color – the shadow Color4f
  • input – the single input Effect
Throws:
/** * Constructs a new {@code GaussianShadow} effect with the given * radius and color. * * @param radius the radius of the Gaussian kernel * @param color the shadow {@code Color4f} * @param input the single input {@code Effect} * @throws IllegalArgumentException if {@code radius} is outside the * allowable range, or if {@code color} is null */
public GaussianShadow(float radius, Color4f color, Effect input) { super(input); state.setRadius(radius); state.setShadowColor(color); } @Override LinearConvolveKernel getState() { return state; } @Override public AccelType getAccelType(FilterContext fctx) { return Renderer.getRenderer(fctx).getAccelType(); }
Returns the input for this Effect.
Returns:the input for this Effect
/** * Returns the input for this {@code Effect}. * * @return the input for this {@code Effect} */
public final Effect getInput() { return getInputs().get(0); }
Sets the input for this Effect to a specific Effect or to the default input if input is null.
Params:
  • input – the input for this Effect
/** * Sets the input for this {@code Effect} to a specific {@code Effect} * or to the default input if {@code input} is {@code null}. * * @param input the input for this {@code Effect} */
public void setInput(Effect input) { setInput(0, input); }
Returns the radius of the Gaussian kernel.
Returns:the radius of the Gaussian kernel
/** * Returns the radius of the Gaussian kernel. * * @return the radius of the Gaussian kernel */
public float getRadius() { return state.getRadius(); }
Sets the radius of the Gaussian kernel.
      Min:   0.0
      Max: 127.0
  Default:  10.0
 Identity:   0.0
Params:
  • radius – the radius of the Gaussian kernel
Throws:
/** * Sets the radius of the Gaussian kernel. * <pre> * Min: 0.0 * Max: 127.0 * Default: 10.0 * Identity: 0.0 * </pre> * * @param radius the radius of the Gaussian kernel * @throws IllegalArgumentException if {@code radius} is outside the * allowable range */
public void setRadius(float radius) { float old = state.getRadius(); state.setRadius(radius); }
Returns the horizontal radius of the Gaussian kernel.
Returns:the horizontal radius of the Gaussian kernel
/** * Returns the horizontal radius of the Gaussian kernel. * * @return the horizontal radius of the Gaussian kernel */
public float getHRadius() { return state.getHRadius(); }
Sets the horizontal radius of the Gaussian kernel.
      Min:   0.0
      Max: 127.0
  Default:  10.0
 Identity:   0.0
Params:
  • hradius – the horizontal radius of the Gaussian kernel
Throws:
/** * Sets the horizontal radius of the Gaussian kernel. * <pre> * Min: 0.0 * Max: 127.0 * Default: 10.0 * Identity: 0.0 * </pre> * * @param hradius the horizontal radius of the Gaussian kernel * @throws IllegalArgumentException if {@code radius} is outside the * allowable range */
public void setHRadius(float hradius) { float old = state.getHRadius(); state.setHRadius(hradius); }
Returns the vertical radius of the Gaussian kernel.
Returns:the vertical radius of the Gaussian kernel
/** * Returns the vertical radius of the Gaussian kernel. * * @return the vertical radius of the Gaussian kernel */
public float getVRadius() { return state.getVRadius(); }
Sets the vertical radius of the Gaussian kernel.
      Min:   0.0
      Max: 127.0
  Default:  10.0
 Identity:   0.0
Params:
  • vradius – the vertical radius of the Gaussian kernel
Throws:
/** * Sets the vertical radius of the Gaussian kernel. * <pre> * Min: 0.0 * Max: 127.0 * Default: 10.0 * Identity: 0.0 * </pre> * * @param vradius the vertical radius of the Gaussian kernel * @throws IllegalArgumentException if {@code radius} is outside the * allowable range */
public void setVRadius(float vradius) { float old = state.getVRadius(); state.setVRadius(vradius); }
Gets the spread of the shadow effect.
Returns:the spread of the shadow effect
/** * Gets the spread of the shadow effect. * * @return the spread of the shadow effect */
public float getSpread() { return state.getSpread(); }
Sets the spread of the shadow effect. The spread is the portion of the radius where the contribution of the source material will be 100%. The remaining portion of the radius will have a contribution controlled by the Gaussian kernel. A spread of 0.0 will result in a pure Gaussian distribution of the shadow. A spread of 1.0 will result in a solid growth outward of the source material opacity to the limit of the radius with a very sharp cutoff to transparency at the radius.
      Min: 0.0
      Max: 1.0
  Default: 0.0
 Identity: 0.0
Params:
  • spread – the spread of the shadow effect
Throws:
/** * Sets the spread of the shadow effect. * The spread is the portion of the radius where the contribution of * the source material will be 100%. * The remaining portion of the radius will have a contribution * controlled by the Gaussian kernel. * A spread of {@code 0.0} will result in a pure Gaussian distribution * of the shadow. * A spread of {@code 1.0} will result in a solid growth outward of the * source material opacity to the limit of the radius with a very sharp * cutoff to transparency at the radius. * <pre> * Min: 0.0 * Max: 1.0 * Default: 0.0 * Identity: 0.0 * </pre> * * @param spread the spread of the shadow effect * @throws IllegalArgumentException if {@code spread} is outside the * allowable range */
public void setSpread(float spread) { float old = state.getSpread(); state.setSpread(spread); }
Returns the shadow color.
Returns:the shadow color
/** * Returns the shadow color. * * @return the shadow color */
public Color4f getColor() { return state.getShadowColor(); }
Sets the shadow color.
      Min: n/a
      Max: n/a
  Default: Color4f.BLACK
 Identity: n/a
Params:
  • color – the shadow color
Throws:
/** * Sets the shadow color. * <pre> * Min: n/a * Max: n/a * Default: Color4f.BLACK * Identity: n/a * </pre> * * @param color the shadow color * @throws IllegalArgumentException if {@code color} is null */
public void setColor(Color4f color) { Color4f old = state.getShadowColor(); state.setShadowColor(color); } public float getGaussianRadius() { return getRadius(); } public float getGaussianWidth() { return getHRadius() * 2.0f + 1.0f; } public float getGaussianHeight() { return getVRadius() * 2.0f + 1.0f; } public void setGaussianRadius(float r) { setRadius(r); } public void setGaussianWidth(float w) { setHRadius(w < 1.0f ? 0.0f : ((w - 1.0f) / 2.0f)); } public void setGaussianHeight(float h) { setVRadius(h < 1.0f ? 0.0f : ((h - 1.0f) / 2.0f)); } public ShadowMode getMode() { return ShadowMode.GAUSSIAN; } public AbstractShadow implFor(ShadowMode mode) { int passes = 0; switch (mode) { case GAUSSIAN: return this; case ONE_PASS_BOX: passes = 1; break; case TWO_PASS_BOX: passes = 2; break; case THREE_PASS_BOX: passes = 3; break; } BoxShadow box = new BoxShadow(); box.setInput(getInput()); box.setGaussianWidth(getGaussianWidth()); box.setGaussianHeight(getGaussianHeight()); box.setColor(getColor()); box.setPasses(passes); box.setSpread(getSpread()); return box; } @Override public BaseBounds getBounds(BaseTransform transform, Effect defaultInput) { BaseBounds r = super.getBounds(null, defaultInput); int hpad = state.getPad(0); int vpad = state.getPad(1); RectBounds ret = new RectBounds(r.getMinX(), r.getMinY(), r.getMaxX(), r.getMaxY()); ret.grow(hpad, vpad); return transformBounds(transform, ret); } @Override public Rectangle getResultBounds(BaseTransform transform, Rectangle outputClip, ImageData... inputDatas) { Rectangle r = super.getResultBounds(transform, outputClip, inputDatas); int hpad = state.getPad(0); int vpad = state.getPad(1); Rectangle ret = new Rectangle(r); ret.grow(hpad, vpad); return ret; } @Override public boolean reducesOpaquePixels() { return true; } @Override public DirtyRegionContainer getDirtyRegions(Effect defaultInput, DirtyRegionPool regionPool) { Effect di = getDefaultedInput(0, defaultInput); DirtyRegionContainer drc = di.getDirtyRegions(defaultInput, regionPool); drc.grow(state.getPad(0), state.getPad(1)); return drc; } }