/* Copyright 2006 Jerry Huxtable Licensed under the Apache License, Version 2.0 (the "License"); you may not use this file except in compliance with the License. You may obtain a copy of the License at http://www.apache.org/licenses/LICENSE-2.0 Unless required by applicable law or agreed to in writing, software distributed under the License is distributed on an "AS IS" BASIS, WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. See the License for the specific language governing permissions and limitations under the License. */ package com.jhlabs.image; import net.jafama.FastMath; import java.awt.image.BufferedImage; import java.util.Random; /** * A filter which produces an image simulating brushed metal. */ public class BrushedMetalFilter extends AbstractBufferedImageOp { private int radius = 10; private float amount = 0.1f; private int color = 0xff888888; private float shine = 0.1f; private boolean monochrome = true; private Random random; /** * Constructs a BrushedMetalFilter object. */ public BrushedMetalFilter(String filterName) { super(filterName); } /** * Constructs a BrushedMetalFilter object. * * @param color an int specifying the metal color * @param radius an int specifying the blur size * @param amount a float specifying the amount of texture * @param monochrome a boolean -- true for monochrome texture * @param shine a float specifying the shine to add */ public BrushedMetalFilter( int color, int radius, float amount, boolean monochrome, float shine, String filterName) { super(filterName); this.color = color; this.radius = radius; this.amount = amount; this.monochrome = monochrome; this.shine = shine; } @Override public BufferedImage filter( BufferedImage src, BufferedImage dst ) { int width = src.getWidth(); int height = src.getHeight(); pt = createProgressTracker(height); if ( dst == null ) { dst = createCompatibleDestImage(src, null); } int[] inPixels = new int[width]; int[] outPixels = new int[width]; int a = color & 0xff000000; int r = (color >> 16) & 0xff; int g = (color >> 8) & 0xff; int b = color & 0xff; for ( int y = 0; y < height; y++ ) { for ( int x = 0; x < width; x++ ) { int tr = r; int tg = g; int tb = b; if ( shine != 0 ) { int f = (int)(255*shine* FastMath.sin((double) x / width * Math.PI)); tr += f; tg += f; tb += f; } if (monochrome) { int n = (int)(255 * (2*random.nextFloat() - 1) * amount); inPixels[x] = a | (clamp(tr+n) << 16) | (clamp(tg+n) << 8) | clamp(tb+n); } else { inPixels[x] = a | (random(tr) << 16) | (random(tg) << 8) | random(tb); } } if ( radius != 0 ) { blur( inPixels, outPixels, width, radius ); AbstractBufferedImageOp.setRGB( dst, 0, y, width, 1, outPixels ); } else { AbstractBufferedImageOp.setRGB(dst, 0, y, width, 1, inPixels); } pt.unitDone(); } finishProgressTracker(); return dst; } private int random(int x) { x += (int)(255*(2*random.nextFloat() - 1) * amount); if (x < 0) { x = 0; } else if (x > 0xff) { x = 0xff; } return x; } private static int clamp(int c) { if (c < 0) { return 0; } if (c > 255) { return 255; } return c; } /** * Return a mod b. This differs from the % operator with respect to negative numbers. * @param a the dividend * @param b the divisor * @return a mod b */ private static int mod(int a, int b) { int n = a/b; a -= n*b; if (a < 0) { return a + b; } return a; } public static void blur(int[] in, int[] out, int width, int radius) { int widthMinus1 = width-1; int r2 = 2*radius+1; int tr = 0, tg = 0, tb = 0; for ( int i = -radius; i <= radius; i++ ) { int rgb = in[mod(i, width)]; tr += (rgb >> 16) & 0xff; tg += (rgb >> 8) & 0xff; tb += rgb & 0xff; } for ( int x = 0; x < width; x++ ) { out[x] = 0xff000000 | ((tr/r2) << 16) | ((tg/r2) << 8) | (tb/r2); int i1 = x+radius+1; if ( i1 > widthMinus1 ) { i1 = mod(i1, width); } int i2 = x-radius; if ( i2 < 0 ) { i2 = mod(i2, width); } int rgb1 = in[i1]; int rgb2 = in[i2]; tr += ((rgb1 & 0xff0000)-(rgb2 & 0xff0000)) >> 16; tg += ((rgb1 & 0xff00)-(rgb2 & 0xff00)) >> 8; tb += (rgb1 & 0xff)-(rgb2 & 0xff); } } /** * Set the horizontal size of the blur. * @param radius the radius of the blur in the horizontal direction * @min-value 0 * @max-value 100+ * @see #getRadius */ public void setRadius(int radius) { this.radius = radius; } /** * Get the horizontal size of the blur. * @return the radius of the blur in the horizontal direction * @see #setRadius */ public int getRadius() { return radius; } /** * Set the amount of noise to add in the range 0..1. * @param amount the amount of noise * @min-value 0 * @max-value 1 * @see #getAmount */ public void setAmount(float amount) { this.amount = amount; } /** * Get the amount of noise to add. * @return the amount of noise * @see #setAmount */ public float getAmount() { return amount; } /** * Set the amount of shine to add to the range 0..1. * @param shine the amount of shine * @min-value 0 * @max-value 1 * @see #getShine */ public void setShine( float shine ) { this.shine = shine; } /** * Get the amount of shine to add in the range 0..1. * @return the amount of shine * @see #setShine */ public float getShine() { return shine; } /** * Set the color of the metal. * @param color the color in ARGB form * @see #getColor */ public void setColor(int color) { this.color = color; } /** * Get the color of the metal. * @return the color in ARGB form * @see #setColor */ public int getColor() { return color; } /** * Set the type of noise to add. * @param monochrome true for monochrome noise * @see #getMonochrome */ public void setMonochrome(boolean monochrome) { this.monochrome = monochrome; } /** * Get the type of noise to add. * @return true for monochrome noise * @see #setMonochrome */ public boolean getMonochrome() { return monochrome; } public String toString() { return "Texture/Brushed Metal..."; } public void setRandom(Random random) { this.random = random; } }