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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;
}
}
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