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/*
 * Copyright (c) 2009, 2013, Oracle and/or its affiliates. All rights reserved.
 * DO NOT ALTER OR REMOVE COPYRIGHT NOTICES OR THIS FILE HEADER.
 *
 * This code is free software; you can redistribute it and/or modify it
 * under the terms of the GNU General Public License version 2 only, as
 * published by the Free Software Foundation.  Oracle designates this
 * particular file as subject to the "Classpath" exception as provided
 * by Oracle in the LICENSE file that accompanied this code.
 *
 * This code is distributed in the hope that it will be useful, but WITHOUT
 * ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or
 * FITNESS FOR A PARTICULAR PURPOSE.  See the GNU General Public License
 * version 2 for more details (a copy is included in the LICENSE file that
 * accompanied this code).
 *
 * You should have received a copy of the GNU General Public License version
 * 2 along with this work; if not, write to the Free Software Foundation,
 * Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA.
 *
 * Please contact Oracle, 500 Oracle Parkway, Redwood Shores, CA 94065 USA
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 */

package com.sun.scenario.effect;

/**
 * A blurred shadow effect using either a Gaussian convolution or a Box filter
 * 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 GeneralShadow extends DelegateEffect {

    private AbstractShadow shadow;

    /**
     * Constructs a new {@code GeneralShadow} effect, with the default
     * blur radius (10.0), using the default input for source data.
     * This is a shorthand equivalent to:
     * 
     *     new GeneralShadow(DefaultInput)
     * 
*/ public GeneralShadow() { this(DefaultInput); } /** * Constructs a new {@code GeneralShadow} effect, with the default * blur radius (10.0). *

* This constructor is intended for advanced developers only. Most * developers will only ever need to use the default constructor. * * @param input the input {@code Effect} used to create the shadow */ public GeneralShadow(Effect input) { super(input); this.shadow = new GaussianShadow(10f, Color4f.BLACK, input); } public AbstractShadow.ShadowMode getShadowMode() { return shadow.getMode(); } public void setShadowMode(AbstractShadow.ShadowMode mode) { AbstractShadow.ShadowMode old = shadow.getMode(); this.shadow = shadow.implFor(mode); } protected Effect getDelegate() { return shadow; } /** * Returns the shadow source input for this {@code Effect}. * * @return the shadow source input for this {@code Effect} */ public final Effect getInput() { return shadow.getInput(); } /** * Sets the shadow source input for this {@code Effect}. * * @param input the shadow source input for this {@code Effect} * @throws IllegalArgumentException if {@code input} is null */ public void setInput(Effect input) { shadow.setInput(input); } /** * Returns the radius of the Gaussian kernel. * * @return the radius of the Gaussian kernel */ public float getRadius() { return shadow.getGaussianRadius(); } /** * Sets the radius of the shadow blur kernel. *

     *       Min:   0.0
     *       Max: 127.0
     *   Default:  10.0
     *  Identity:   0.0
     * 
* * @param radius the radius of the shadow blur kernel * @throws IllegalArgumentException if {@code radius} is outside the * allowable range */ public void setRadius(float radius) { float old = shadow.getGaussianRadius(); shadow.setGaussianRadius(radius); } public float getGaussianRadius() { return shadow.getGaussianRadius(); } public float getGaussianWidth() { return shadow.getGaussianWidth(); } public float getGaussianHeight() { return shadow.getGaussianHeight(); } public void setGaussianRadius(float r) { setRadius(r); } public void setGaussianWidth(float w) { float old = shadow.getGaussianWidth(); shadow.setGaussianWidth(w); } public void setGaussianHeight(float h) { float old = shadow.getGaussianHeight(); shadow.setGaussianHeight(h); } /** * Gets the spread of the shadow effect. * * @return the spread of the shadow effect */ public float getSpread() { return shadow.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 {@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. *
     *       Min: 0.0
     *       Max: 1.0
     *   Default: 0.0
     *  Identity: 0.0
     * 
* * @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 = shadow.getSpread(); shadow.setSpread(spread); } /** * Returns the shadow color. * * @return the shadow color */ public Color4f getColor() { return shadow.getColor(); } /** * Sets the shadow color. *
     *       Min: n/a
     *       Max: n/a
     *   Default: Color4f.BLACK
     *  Identity: n/a
     * 
* * @param color the shadow color * @throws IllegalArgumentException if {@code color} is null */ public void setColor(Color4f color) { Color4f old = shadow.getColor(); shadow.setColor(color); } }




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