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//
// Copyright (C) 2007, 2008, 2009, 2010, 2011 Free Software Foundation, Inc.
//
// This program is free software; you can redistribute it and/or modify
// it under the terms of the GNU General Public License as published by
// the Free Software Foundation; either version 3 of the License, or
// (at your option) any later version.
//
// This program 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 for more details.
//
// You should have received a copy of the GNU General Public License
// along with this program; if not, write to the Free Software
// Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
#ifndef GNASH_FILTERS_H
#define GNASH_FILTERS_H
#include <boost/cstdint.hpp>
#include <vector>
namespace gnash {
class SWFStream;
}
namespace gnash {
// The common base class for AS display filters.
class BitmapFilter
{
public:
virtual bool read(SWFStream& /*in*/) {
return true;
}
BitmapFilter() {}
virtual ~BitmapFilter() {}
};
// A bevel effect filter.
class BevelFilter : public BitmapFilter
{
public:
enum bevel_type
{
OUTER_BEVEL = 1,
INNER_BEVEL = 2,
FULL_BEVEL = 3
};
// Fill from a SWFStream. See parser/filter_factory.cpp for the implementations.
virtual bool read(SWFStream& in);
virtual ~BevelFilter() {}
BevelFilter()
:
m_distance(0.0f),
m_angle(0.0f),
m_highlightColor(0),
m_highlightAlpha(0),
m_shadowColor(0),
m_shadowAlpha(0),
m_blurX(0.0f),
m_blurY(0.0f),
m_strength(0.0f),
m_quality(0),
m_type(FULL_BEVEL),
m_knockout(false)
{}
BevelFilter(float distance, float angle, boost::uint32_t hcolor,
boost::uint8_t halpha, boost::uint32_t scolor, boost::uint8_t salpha,
float blurX, float blurY, float strength,
boost::uint8_t quality, bevel_type type, bool knockout) :
m_distance(distance), m_angle(angle), m_highlightColor(hcolor),
m_highlightAlpha(halpha), m_shadowColor(scolor), m_shadowAlpha(salpha),
m_blurX(blurX), m_blurY(blurY), m_strength(strength),
m_quality(quality), m_type(type), m_knockout(knockout)
{}
float m_distance; // Distance of the filter in pixels.
float m_angle; // Angle of the filter.
boost::uint32_t m_highlightColor; // Color of the highlight.
boost::uint8_t m_highlightAlpha; // Alpha of the highlight.
boost::uint32_t m_shadowColor; // RGB color.
boost::uint8_t m_shadowAlpha; // Alpha strength, as a percentage(?)
float m_blurX; // horizontal blur
float m_blurY; // vertical blur
float m_strength; // How strong is the filter.
boost::uint8_t m_quality; // How many times to apply the filter.
bevel_type m_type; // The type of filter. (Rendered as string in AS)
bool m_knockout; // If true, render only the filter effect.
};
// A blur effect filter.
class BlurFilter : public BitmapFilter
{
public:
// Fill from a SWFStream. See parser/filter_factory.cpp for the implementations.
virtual bool read(SWFStream& in);
virtual ~BlurFilter() {}
BlurFilter() :
m_blurX(0.0f), m_blurY(0.0f), m_quality(0)
{}
BlurFilter(float blurX, float blurY, boost::uint8_t quality) :
m_blurX(blurX), m_blurY(blurY), m_quality(quality)
{}
float m_blurX; // How much horizontal blur.
float m_blurY; // How much vertical blur.
boost::uint8_t m_quality; // How many passes to take.
};
// A color SWFMatrix effect filter.
class ColorMatrixFilter : public BitmapFilter
{
public:
// Fill from a SWFStream. See parser/filter_factory.cpp for the implementations.
virtual bool read(SWFStream& in);
virtual ~ColorMatrixFilter() {}
ColorMatrixFilter() :
m_matrix()
{}
ColorMatrixFilter(std::vector<float> a_matrix) :
m_matrix(a_matrix)
{}
protected:
std::vector<float> m_matrix; // The color SWFMatrix
};
// A convolution effect filter.
class ConvolutionFilter : public BitmapFilter
{
public:
// Fill from a SWFStream. See parser/filter_factory.cpp for
// the implementations.
virtual bool read(SWFStream& in);
virtual ~ConvolutionFilter() {}
ConvolutionFilter()
:
_matrixX(),
_matrixY(),
_matrix(),
_divisor(),
_bias(),
_preserveAlpha(false),
_clamp(false),
_color(),
_alpha()
{}
ConvolutionFilter(boost::uint8_t matrixX, boost::uint8_t matrixY,
const std::vector<float>& _matrix, float divisor, float bias,
bool preserveAlpha, bool clamp, boost::uint32_t color,
boost::uint8_t alpha)
:
_matrixX(matrixX),
_matrixY(matrixY),
_matrix(_matrix),
_divisor(divisor),
_bias(bias),
_preserveAlpha(preserveAlpha),
_clamp(clamp),
_color(color),
_alpha(alpha)
{}
protected:
boost::uint8_t _matrixX; // Number of columns
boost::uint8_t _matrixY; // Number of rows
std::vector<float> _matrix; // The convolution matrix
float _divisor;
float _bias;
bool _preserveAlpha; // If true, don't convolute the alpha channel
bool _clamp; // Whether or not to clamp
boost::uint32_t _color; // For off-image pixels
boost::uint8_t _alpha; // For off-image pixels
};
// A drop shadow effect filter.
class DropShadowFilter : public BitmapFilter
{
public:
// Fill from a SWFStream. See parser/filter_factory.cpp for the implementations.
virtual bool read(SWFStream& in);
virtual ~DropShadowFilter() {}
DropShadowFilter() :
m_distance(0.0f), m_angle(0.0f), m_color(0), m_alpha(0),
m_blurX(0.0f), m_blurY(0.0f), m_strength(0.0f), m_quality(0),
m_inner(false), m_knockout(false), m_hideObject(false)
{}
DropShadowFilter(float distance, float angle, boost::uint32_t color,
boost::uint8_t alpha, float blurX, float blurY, float strength,
boost::uint8_t quality, bool inner, bool knockout, bool hideObject) :
m_distance(distance), m_angle(angle), m_color(color),
m_alpha(alpha), m_blurX(blurX), m_blurY(blurY), m_strength(strength),
m_quality(quality), m_inner(inner), m_knockout(knockout),
m_hideObject(hideObject)
{}
float m_distance; // Distance of the filter in pixels.
float m_angle; // Angle of the filter.
boost::uint32_t m_color; // RGB color.
boost::uint8_t m_alpha; // Alpha strength, as a percentage(?)
float m_blurX; // horizontal blur
float m_blurY; // vertical blur
float m_strength; // How strong is the filter.
boost::uint8_t m_quality; // How many times to apply the filter.
bool m_inner; // Is this an inner shadow?
bool m_knockout; // If true, render only the filter effect.
bool m_hideObject; // Does this hide the object?
};
// A glow effect filter.
class GlowFilter : public BitmapFilter
{
public:
// Fill from a SWFStream. See parser/filter_factory.cpp for the implementations.
virtual bool read(SWFStream& in);
virtual ~GlowFilter() {}
GlowFilter() :
m_color(0), m_alpha(0),
m_blurX(0.0f), m_blurY(0.0f), m_strength(0.0f), m_quality(0),
m_inner(false), m_knockout(false)
{}
GlowFilter(boost::uint32_t color,
boost::uint8_t alpha, float blurX, float blurY, float strength,
boost::uint8_t quality, bool inner, bool knockout) :
m_color(color),
m_alpha(alpha), m_blurX(blurX), m_blurY(blurY), m_strength(strength),
m_quality(quality), m_inner(inner), m_knockout(knockout)
{}
boost::uint32_t m_color; // RGB color.
boost::uint8_t m_alpha; // Alpha strength, as a percentage(?)
float m_blurX; // horizontal blur
float m_blurY; // vertical blur
float m_strength; // How strong is the filter.
boost::uint8_t m_quality; // How many times to apply the filter.
bool m_inner; // Is this an inner shadow?
bool m_knockout; // If true, render only the filter effect.
};
// A gradient bevel effect filter.
class GradientBevelFilter : public BitmapFilter
{
public:
enum glow_types
{
INNER_BEVEL = 2,
OUTER_BEVEL = 1,
FULL_BEVEL = 3
};
// Fill from a SWFStream. See parser/filter_factory.cpp for the implementations.
virtual bool read(SWFStream& in);
virtual ~GradientBevelFilter() {}
GradientBevelFilter() :
m_distance(0.0f), m_angle(0.0f), m_colors(), m_alphas(), m_ratios(),
m_blurX(0.0f), m_blurY(0.0f), m_strength(0.0f), m_quality(0),
m_type(INNER_BEVEL), m_knockout(false)
{}
GradientBevelFilter(float distance, float angle,
std::vector<boost::uint32_t> colors,
std::vector<boost::uint8_t> alphas,
std::vector<boost::uint8_t> ratios,
float blurX, float blurY, float strength,
boost::uint8_t quality, glow_types type, bool knockout) :
m_distance(distance), m_angle(angle),
m_colors(colors), m_alphas(alphas), m_ratios(ratios),
m_blurX(blurX), m_blurY(blurY), m_strength(strength),
m_quality(quality), m_type(type), m_knockout(knockout)
{}
float m_distance; // Distance of the filter in pixels.
float m_angle; // Angle of the filter.
std::vector<boost::uint32_t> m_colors; // Colors of the gradients.
std::vector<boost::uint8_t> m_alphas; // Alphas of the gradients.
std::vector<boost::uint8_t> m_ratios; // Ratios of the gradients.
float m_blurX; // horizontal blur
float m_blurY; // vertical blur
float m_strength; // How strong is the filter.
boost::uint8_t m_quality; // How many times to apply the filter.
glow_types m_type; // What type of effect.
bool m_knockout; // If true, render only the filter effect.
};
// A gradient glow effect filter.
class GradientGlowFilter : public BitmapFilter
{
public:
enum glow_types
{
INNER_GLOW = 2,
OUTER_GLOW = 1,
FULL_GLOW = 3
};
// Fill from a SWFStream. See parser/filter_factory.cpp for the implementations.
virtual bool read(SWFStream& in);
virtual ~GradientGlowFilter() {}
GradientGlowFilter() :
m_distance(0.0f), m_angle(0.0f), m_colors(), m_alphas(), m_ratios(),
m_blurX(0.0f), m_blurY(0.0f), m_strength(0.0f), m_quality(0),
m_type(INNER_GLOW), m_knockout(false)
{}
GradientGlowFilter(float distance, float angle,
std::vector<boost::uint32_t> colors,
std::vector<boost::uint8_t> alphas,
std::vector<boost::uint8_t> ratios,
float blurX, float blurY, float strength,
boost::uint8_t quality, glow_types type, bool knockout) :
m_distance(distance), m_angle(angle), m_colors(colors), m_alphas(alphas),
m_ratios(ratios), m_blurX(blurX), m_blurY(blurY), m_strength(strength),
m_quality(quality), m_type(type), m_knockout(knockout)
{}
float m_distance; // Distance of the filter in pixels.
float m_angle; // Angle of the filter.
std::vector<boost::uint32_t> m_colors; // Colors of the gradients.
std::vector<boost::uint8_t> m_alphas; // Alphas of the gradients.
std::vector<boost::uint8_t> m_ratios; // Ratios of the gradients.
float m_blurX; // horizontal blur
float m_blurY; // vertical blur
float m_strength; // How strong is the filter.
boost::uint8_t m_quality; // How many times to apply the filter.
glow_types m_type; // What type of effect.
bool m_knockout; // If true, render only the filter effect.
};
} // Namespace gnash
#endif
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