package dropShadow; import java.awt.Color; import java.awt.image.BufferedImage; public class ShadowRenderer { // size of the shadow in pixels (defines the fuzziness) private int size = 5; // opacity of the shadow private float opacity = 0.5f; // color of the shadow private Color color = Color.BLACK; public ShadowRenderer() { this(5, 0.5f, Color.BLACK); } public ShadowRenderer(final int size, final float opacity, final Color color) { this.size = size; this.opacity = opacity; this.color = color; } public Color getColor() { return color; } public float getOpacity() { return opacity; } public int getSize() { return size; } 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; } }