| 1 |
///<reference path="all.ts"/> |
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module jg { |
| 3 |
// This classes is has modified based on the paintbrush.js. |
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// 1. Filter |
| 5 |
// 2. BlurFilter |
| 6 |
// 3. EmbossFilter |
| 7 |
// 4. SharpenFilter |
| 8 |
// 5. MosaicFilter |
| 9 |
// 6. GreyscaleFilter |
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// 7. SepiaFilter |
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// 8. TintFilter |
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// 9. EdgesFilter |
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// 10. NoiseFilter |
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// 11. MatrixFilter |
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// 12. PosterizeFilter |
| 16 |
// -------------------------------------------------- |
| 17 |
// paintbrush.js, v0.3 |
| 18 |
// A browser-based image processing library for HTML5 canvas |
| 19 |
// Developed by Dave Shea, http://www.mezzoblue.com/ |
| 20 |
// |
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// This project lives on GitHub: |
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// http://github.com/mezzoblue/PaintbrushJS |
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// |
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// Except where otherwise noted, PaintbrushJS is licensed under the MIT License: |
| 25 |
// http://www.opensource.org/licenses/mit-license.php |
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// -------------------------------------------------- |
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/** |
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* 画像フィルタ機能を提供するモジュール |
| 29 |
*/ |
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export module ImageFilter { |
| 31 |
/** |
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* フィルタ用インターフェース |
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*/ |
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export interface IFilter { |
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/** |
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* フィルタを実行する |
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* @param pixels フィルタ対象のピクセルデータ |
| 38 |
*/ |
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filter(pixels:ImageData); |
| 40 |
} |
| 41 |
|
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/** |
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* 複数フィルタを重ねがけするためのクラス |
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*/ |
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export class FilterChain implements IFilter { |
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/** 管理中フィルタ */ |
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filters:Filter[]; |
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|
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/** |
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* コンストラクタ |
| 51 |
*/ |
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constructor() { |
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this.filters = []; |
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} |
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|
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/** |
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* 対象indexのフィルタを取得 |
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* @param index 取得対象index |
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*/ |
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get(index:number):Filter { |
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return this.filters[index]; |
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} |
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|
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/** |
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* フィルタを追加 |
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* @param filter 追加するフィルタ |
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*/ |
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add(filter:Filter):FilterChain { |
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this.filters.push(filter); |
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return this; |
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} |
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|
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/** |
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* 単体のフィルタを設定する。これまでset, addしたフィルタはすべて破棄される |
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* @param filter 設定するフィルタ |
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*/ |
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set(filter:Filter):FilterChain { |
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this.filters = [filter]; |
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return this; |
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} |
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|
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/** |
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* フィルタを所定の位置に挿入する |
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* @param index 挿入する場所のindex |
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* @param filter 挿入するフィルタ |
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*/ |
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insert(index:number, filter:Filter):FilterChain { |
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for (var i=1; i<arguments.length; i++) |
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this.filters.splice(index, 0, <Filter>arguments[i]); |
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return this; |
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} |
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|
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/** |
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* フィルタを削除する |
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* @param filter 削除するフィルタ |
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*/ |
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remove(filter:Filter) { |
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for (var i=0; i<this.filters.length; i++) { |
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if (this.filters[i] == filter) { |
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this.filters.splice(i, 1); |
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return; |
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} |
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} |
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} |
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|
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/** |
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* 全フィルタをクリアする |
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*/ |
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clear():FilterChain { |
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this.filters = []; |
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return this; |
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} |
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|
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/** |
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* フィルタ数を返す |
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*/ |
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count():number { |
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return this.filters.length; |
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} |
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|
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/** |
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* このフィルタチェインに一つでもフィルタが存在するかを返す |
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*/ |
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has():boolean { |
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return this.filters.length > 0; |
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} |
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|
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/** |
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* このFilterChainによるフィルタを適用したSpriteを返す |
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* @param entity SpriteにするEntity |
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*/ |
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createSprite(entity:E):Sprite { |
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var buffer = new BufferedRenderer({width:entity.width, height:entity.height}); |
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buffer.filter = this; |
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var x = entity.x; |
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var y = entity.y; |
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entity.x = 0; |
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entity.y = 0; |
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buffer.renderUnit(entity); |
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entity.x = x; |
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entity.y = y; |
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return buffer.createSprite(); |
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} |
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|
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/** |
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* このFilterChainによるフィルタを適用したImageを返す |
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* @param entity SpriteにするEntity |
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*/ |
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createImage(entity:Sprite):HTMLCanvasElement { |
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var buffer = new BufferedRenderer({width:entity.image.width, height:entity.image.height}); |
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var image = new Sprite(entity.image); |
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image.x = 0; |
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image.y = 0; |
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buffer.filter = this; |
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buffer.renderUnit(image); |
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return buffer.createImage(); |
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} |
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|
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/** |
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* フィルタを適用する |
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* @param pixels 適用対象のピクセルデータ |
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*/ |
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filter(pixels:ImageData) { |
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var length = this.filters.length; |
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for (var i=0; i<length; i++) |
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this.filters[i].filter(pixels); |
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} |
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} |
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|
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/** |
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* 一般的な機能を持つフィルタ |
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*/ |
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export class Filter implements IFilter { |
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/** オプション */ |
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opt: any; |
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/** 横幅 */ |
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width: number; |
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/** 縦幅 */ |
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height: number; |
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/** 対象のゲーム */ |
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game: Game; |
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|
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/** |
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* 対象のゲームを指定してFilterクラスのインスタンスを生成する |
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* @param game 対象のゲーム |
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*/ |
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constructor(game:Game) { |
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this.opt = {} |
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this.game = game; |
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} |
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|
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/** |
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* フィルタを適用する |
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* @param pixels 適用対象のピクセルデータ |
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*/ |
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filter(pixels:ImageData) { |
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|
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} |
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|
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/** |
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* オプションを取得する |
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* @param name オプション名 |
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* @param defaultValue オプションが無い場合に返す値を指定する。省略可 |
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*/ |
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getOption(name:string, defaultValue?:any):any { |
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if (this.opt[name] === undefined) |
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return defaultValue; |
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return this.opt[name]; |
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} |
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|
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/** |
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* 色の相違を取得 |
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* @param dif |
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* @param dest |
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* @param src |
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*/ |
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findColorDifference(dif:number, dest:number, src:number):number { |
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return (dif * dest + (1 - dif) * src); |
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} |
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|
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/** |
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* 色を作成する |
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* @param src |
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*/ |
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createColor(src:string):string { |
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src = src.replace(/^#/, ''); |
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if (src.length == 3) |
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src = src.replace(/(.)/g, '$1$1'); |
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|
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return src; |
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} |
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|
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/** |
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* マトリックスに基づいたフィルタを適用する |
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* @param pixels 適用対象のピクセルデータ |
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* @param matrix |
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* @param amount |
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*/ |
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applyMatrix(pixels:ImageData, matrix:number[], amount:number) { |
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var data = pixels.data, imgWidth = pixels.width, height = pixels.height; |
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var datalen = data.length; |
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var bufferedData = new Array(data.length); |
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for (var i=0; i<datalen; i++) |
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bufferedData[i] = data[i]; |
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|
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// calculate the size of the matrix |
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var matrixSize = Math.sqrt(matrix.length); |
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// also store the size of the kernel radius (half the size of the matrix) |
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var kernelRadius = Math.floor(matrixSize / 2); |
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|
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// loop through every pixel |
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for (var i = 1; i < imgWidth - 1; i++) { |
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for (var j = 1; j < height - 1; j++) { |
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// temporary holders for matrix results |
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var sumR=0, sumG = 0, sumB = 0; |
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|
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// loop through the matrix itself |
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for (var h = 0; h < matrixSize; h++) { |
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for (var w = 0; w < matrixSize; w++) { |
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// get a refence to a pixel position in the matrix |
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var i2 = ((i + w - kernelRadius) + (j + h - kernelRadius) * imgWidth) << 2; |
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|
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// apply the value from the current matrix position |
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sumR += bufferedData[i2 ] * matrix[w + h * matrixSize]; |
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sumG += bufferedData[i2+ 1] * matrix[w + h * matrixSize]; |
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sumB += bufferedData[i2+ 2] * matrix[w + h * matrixSize]; |
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} |
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} |
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|
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// get a reference for the final pixel |
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var ref = (i + j * imgWidth) << 2; |
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var r = data[ref], |
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g = data[ref + 1], |
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b = data[ref + 2]; |
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|
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// finally, apply the adjusted values |
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data[ref] = this.findColorDifference(amount, sumR, r); |
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data[ref + 1] = this.findColorDifference(amount, sumG, g); |
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data[ref + 2] = this.findColorDifference(amount, sumB, b); |
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} |
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} |
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|
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// code to clean the secondary buffer out of the DOM would be good here |
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|
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return(pixels); |
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} |
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|
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/** |
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* RGBの境界値をチェックする |
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* @param val チェックする値 |
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*/ |
| 292 |
checkRGBBoundary(val:number) { |
| 293 |
if (val < 0) |
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return 0; |
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else if (val > 255) |
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return 255; |
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|
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return val; |
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} |
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} |
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|
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/** |
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* ユニバーサルトランジションを実現するフィルタ |
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*/ |
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export class UniversalTransitionFilter extends Filter { |
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/** ルール画像 */ |
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ruleImage: ImageData; |
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/** マスク */ |
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mask: any; |
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|
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/** |
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* コンストラクタ |
| 313 |
* @param game 対象のゲーム |
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* @param image ルール画像 |
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* @param amount フィルタの影響度。省略時は255 |
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* @param repeat サイズが合わない場合繰り返すかどうか。省略時はfalse |
| 317 |
*/ |
| 318 |
constructor(game:Game, image?:any, amount?:number, repeat?:boolean) { |
| 319 |
super(game); |
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this.opt.amount = amount; |
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this.opt.image = image; |
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this.opt.repeat = repeat; |
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} |
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|
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/** |
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* ImageData取得 |
| 327 |
* @param image 取得対象の画像 |
| 328 |
* @param canvas 取得対象のcanvas。省略時は内部的に生成し、drawImageでimageを描画する |
| 329 |
*/ |
| 330 |
getImageData(image:any, canvas?:HTMLCanvasElement):ImageData { |
| 331 |
var context; |
| 332 |
if (! canvas) { |
| 333 |
canvas = window.createCanvas(image.width, image.height); |
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context = canvas.getContext("2d"); |
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context.drawImage(image, 0, 0); |
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} else { |
| 337 |
context = canvas.getContext("2d"); |
| 338 |
} |
| 339 |
return context.getImageData(0, 0, image.width, image.height); |
| 340 |
} |
| 341 |
|
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/** |
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* ルール画像を作成する |
| 344 |
*/ |
| 345 |
createRuleImage() { |
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var image = this.opt.image; |
| 347 |
if (image instanceof ImageData) { |
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this.ruleImage = image; |
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} else if (image instanceof HTMLCanvasElement) { |
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this.ruleImage = this.getImageData(image, image); |
| 351 |
} else if (image instanceof HTMLImageElement || image instanceof HTMLVideoElement) { |
| 352 |
this.ruleImage = this.getImageData(image); |
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} else { |
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//これは多分E系じゃないかな |
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var sprite = image.createSprite(); |
| 356 |
this.ruleImage = this.getImageData(sprite.image); |
| 357 |
} |
| 358 |
} |
| 359 |
|
| 360 |
/** |
| 361 |
* マスクを作成する |
| 362 |
*/ |
| 363 |
createMask() { |
| 364 |
var mask; |
| 365 |
var a = (this.getImageData(this.opt.mask1)).data; |
| 366 |
var b = (this.getImageData(this.opt.mask2)).data; |
| 367 |
var d = this.ruleImage.data; |
| 368 |
mask = {}; |
| 369 |
var enableCount = 0; |
| 370 |
for (var i=0, len=a.length; i<len; i+=4) { |
| 371 |
if (a[i] == b[i] && a[i+1] == b[i+1] && a[i+2] == b[i+2] && a[i+3] == b[i+3]) |
| 372 |
mask[i] = 1; |
| 373 |
else |
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mask[i] = 0; |
| 375 |
} |
| 376 |
this.mask = mask; |
| 377 |
return mask; |
| 378 |
} |
| 379 |
|
| 380 |
/** |
| 381 |
* フィルタを適用する |
| 382 |
* @param pixels 適用対象のピクセルデータ |
| 383 |
*/ |
| 384 |
filter(pixels:ImageData) { |
| 385 |
if (! this.ruleImage) |
| 386 |
this.createRuleImage(); |
| 387 |
|
| 388 |
var amount = this.getOption("amount", 255); |
| 389 |
var repeat = this.getOption("repeat", false); |
| 390 |
|
| 391 |
var w = pixels.width; |
| 392 |
var h = pixels.height; |
| 393 |
var w2 = this.ruleImage.width; |
| 394 |
var h2 = this.ruleImage.height; |
| 395 |
var data = pixels.data; |
| 396 |
var data2 = this.ruleImage.data; |
| 397 |
var mask; |
| 398 |
|
| 399 |
if (this.opt.mask1 && this.opt.mask2) |
| 400 |
mask = (this.mask) ? this.mask : this.createMask(); |
| 401 |
|
| 402 |
if (w == w2 && h == h2) { |
| 403 |
for (var i = 0, length = data.length; i < length >> 2; i++) { |
| 404 |
var index = i << 2; |
| 405 |
if (mask && mask[index]) { |
| 406 |
if (this.opt.maskDraw) { |
| 407 |
continue; |
| 408 |
} else { |
| 409 |
data[index + 3] = 0; |
| 410 |
continue; |
| 411 |
} |
| 412 |
} |
| 413 |
data[index + 3] = Math.round(data[index + 3] / 255 * Math.max(0, data2[index] - amount)); |
| 414 |
} |
| 415 |
} else if (repeat) { |
| 416 |
for (var x=0; x<w; x++) { |
| 417 |
for (var y=0; y<h; y++) { |
| 418 |
var index = (x + y * w) * 4; |
| 419 |
if (mask && mask[index]) { |
| 420 |
if (this.opt.maskDraw) { |
| 421 |
continue; |
| 422 |
} else { |
| 423 |
data[index + 3] = 0; |
| 424 |
continue; |
| 425 |
} |
| 426 |
} |
| 427 |
var x2 = x % w2; |
| 428 |
var y2 = y % h2; |
| 429 |
var index2 = (x2 + y2 * w2) * 4; |
| 430 |
data[index + 3] = Math.round(data[index + 3] / 255 * Math.max(0, data2[index2] - amount)); |
| 431 |
} |
| 432 |
} |
| 433 |
} else { |
| 434 |
//Note: 計算簡略化。0.133333...とかだと環境によっては異常に遅くなるので、大体で。 |
| 435 |
var xPer = Math.round(w2 / w * 100) / 100; |
| 436 |
var yPer = Math.round(h2 / h * 100) / 100; |
| 437 |
for (var x=0; x<w; x++) { |
| 438 |
for (var y=0; y<h; y++) { |
| 439 |
var index = (x + y * w) * 4; |
| 440 |
if (mask && mask[index]) { |
| 441 |
if (this.opt.maskDraw) { |
| 442 |
continue; |
| 443 |
} else { |
| 444 |
data[index + 3] = 0; |
| 445 |
continue; |
| 446 |
} |
| 447 |
} |
| 448 |
var x2 = Math.round(xPer * x); |
| 449 |
var y2 = Math.round(yPer * y); |
| 450 |
var index2 = (x2 + y2 * w2) * 4; |
| 451 |
data[index + 3] = Math.round(data[index + 3] / 255 * Math.max(0, data2[index2] - amount)); |
| 452 |
} |
| 453 |
} |
| 454 |
} |
| 455 |
} |
| 456 |
} |
| 457 |
|
| 458 |
/** |
| 459 |
* 逆方向からのユニバーサルトランジション |
| 460 |
*/ |
| 461 |
export class ReverseUniversalTransitionFilter extends UniversalTransitionFilter { |
| 462 |
/** |
| 463 |
* 画像を作成する |
| 464 |
* @param width 横幅 |
| 465 |
* @param height 縦幅 |
| 466 |
*/ |
| 467 |
createImageData(width:number, height:number) { |
| 468 |
var canvas = window.createCanvas(width, height); |
| 469 |
var context = <CanvasRenderingContext2D>canvas.getContext("2d"); |
| 470 |
return context.createImageData(width, height); |
| 471 |
} |
| 472 |
|
| 473 |
/** |
| 474 |
* ルール画像を作成する |
| 475 |
*/ |
| 476 |
createRuleImage() { |
| 477 |
super.createRuleImage(); |
| 478 |
var d = this.ruleImage.data; |
| 479 |
for (var i = 0, length = d.length; i < length >> 2; i++) { |
| 480 |
var index = i << 2; |
| 481 |
d[index] = 255-d[index]; |
| 482 |
d[index+1] = 255-d[index+1]; |
| 483 |
d[index+2] = 255-d[index+2]; |
| 484 |
} |
| 485 |
} |
| 486 |
} |
| 487 |
|
| 488 |
/** |
| 489 |
* グレースケールにするフィルタ |
| 490 |
*/ |
| 491 |
export class GreyscaleFilter extends Filter { |
| 492 |
/** |
| 493 |
* コンストラクタ |
| 494 |
* @param game 対象のゲーム |
| 495 |
* @param opacity 透明度。省略時は1 |
| 496 |
*/ |
| 497 |
constructor(game:Game, opacity?:number) { |
| 498 |
super(game); |
| 499 |
this.opt.opacity = opacity; |
| 500 |
} |
| 501 |
|
| 502 |
/** |
| 503 |
* フィルタを適用する |
| 504 |
* @param pixels 対象のピクセルデータ |
| 505 |
*/ |
| 506 |
filter(pixels:ImageData) { |
| 507 |
var opacity = this.getOption("opacity", 1); |
| 508 |
var data = pixels.data; |
| 509 |
|
| 510 |
for (var i = 0, length = data.length; i < length >> 2; i++) { |
| 511 |
var index = i << 2; |
| 512 |
var r = data[index], |
| 513 |
g = data[index + 1], |
| 514 |
b = data[index + 2]; |
| 515 |
|
| 516 |
var val = r * 0.21 + g * 0.71 + b * 0.07; |
| 517 |
data[index] = this.findColorDifference(opacity, val, r); |
| 518 |
data[index + 1] = this.findColorDifference(opacity, val, g); |
| 519 |
data[index + 2] = this.findColorDifference(opacity, val, b); |
| 520 |
} |
| 521 |
} |
| 522 |
} |
| 523 |
|
| 524 |
/** |
| 525 |
* セピア色にするフィルタ |
| 526 |
*/ |
| 527 |
export class SepiaFilter extends Filter { |
| 528 |
/** |
| 529 |
* コンストラクタ |
| 530 |
* @param game 対象のゲーム |
| 531 |
* @param opacity 透明度。省略時は1 |
| 532 |
*/ |
| 533 |
constructor(game:Game, opacity?:number) { |
| 534 |
super(game); |
| 535 |
this.opt.opacity = opacity; |
| 536 |
} |
| 537 |
|
| 538 |
/** |
| 539 |
* フィルタを適用する |
| 540 |
* @param pixels 対象のピクセルデータ |
| 541 |
*/ |
| 542 |
filter(pixels:ImageData) { |
| 543 |
var opacity = this.getOption("opacity", 1); |
| 544 |
var data = pixels.data; |
| 545 |
|
| 546 |
for (var i = 0, length = data.length; i < length >> 2; i++) { |
| 547 |
var index = i << 2; |
| 548 |
var r = data[index], |
| 549 |
g = data[index + 1], |
| 550 |
b = data[index + 2]; |
| 551 |
data[index] = this.findColorDifference( |
| 552 |
opacity, |
| 553 |
r * 0.393 + g * 0.769 + b * 0.189, |
| 554 |
r |
| 555 |
); |
| 556 |
data[index + 1] = this.findColorDifference( |
| 557 |
opacity, |
| 558 |
r * 0.349 + g * 0.686 + b * 0.168, |
| 559 |
g |
| 560 |
); |
| 561 |
data[index + 2] = this.findColorDifference( |
| 562 |
opacity, |
| 563 |
r * 0.272 + g * 0.534 + b * 0.131, |
| 564 |
b |
| 565 |
); |
| 566 |
} |
| 567 |
} |
| 568 |
} |
| 569 |
|
| 570 |
/** |
| 571 |
* 色味をつけるフィルタ |
| 572 |
*/ |
| 573 |
export class TintFilter extends Filter { |
| 574 |
/** |
| 575 |
* コンストラクタ |
| 576 |
* @param game 対象のゲーム |
| 577 |
* @param color 色。省略時は1 |
| 578 |
*/ |
| 579 |
constructor(game:Game, color?:string, opacity?:number) { |
| 580 |
super(game); |
| 581 |
this.opt.color = color; |
| 582 |
this.opt.opacity = opacity; |
| 583 |
} |
| 584 |
|
| 585 |
/** |
| 586 |
* フィルタを適用する |
| 587 |
* @param pixels 対象のピクセルデータ |
| 588 |
*/ |
| 589 |
filter(pixels:ImageData) { |
| 590 |
var opacity = this.getOption("opacity", 1); |
| 591 |
var color = this.getOption("color", "#f00"); |
| 592 |
var data = pixels.data; |
| 593 |
|
| 594 |
var src = parseInt(this.createColor(color), 16); |
| 595 |
var r2 = (src & 0xFF0000) >> 16, |
| 596 |
g2 = (src & 0x00FF00) >> 8, |
| 597 |
b2 = (src & 0x0000FF); |
| 598 |
|
| 599 |
for (var i = 0, length = data.length; i < length >> 2; i++) { |
| 600 |
var index = i << 2; |
| 601 |
var r = data[index], |
| 602 |
g = data[index + 1], |
| 603 |
b = data[index + 2]; |
| 604 |
data[index] = this.findColorDifference(opacity, r2, r); |
| 605 |
data[index + 1] = this.findColorDifference(opacity, g2, g); |
| 606 |
data[index + 2] = this.findColorDifference(opacity, b2, b); |
| 607 |
} |
| 608 |
} |
| 609 |
} |
| 610 |
|
| 611 |
/** |
| 612 |
* エッジを際立たせるフィルタ |
| 613 |
*/ |
| 614 |
export class EdgesFilter extends Filter { |
| 615 |
/** |
| 616 |
* コンストラクタ |
| 617 |
* @param game 対象のゲーム |
| 618 |
* @param amount 威力。省略時は1 |
| 619 |
*/ |
| 620 |
constructor(game:Game, amount?:number) { |
| 621 |
super(game); |
| 622 |
this.opt.amount = amount; |
| 623 |
} |
| 624 |
|
| 625 |
/** |
| 626 |
* フィルタを適用する |
| 627 |
* @param pixels ピクセルデータ |
| 628 |
*/ |
| 629 |
filter(pixels:ImageData) { |
| 630 |
var matrix = [ |
| 631 |
0, 1, 0, |
| 632 |
1, -4, 1, |
| 633 |
0, 1, 0 |
| 634 |
]; |
| 635 |
this.applyMatrix( |
| 636 |
pixels, |
| 637 |
matrix, |
| 638 |
this.getOption("amount", 1) |
| 639 |
); |
| 640 |
} |
| 641 |
} |
| 642 |
|
| 643 |
/** |
| 644 |
* エンボスフィルタ |
| 645 |
*/ |
| 646 |
export class EmbossFilter extends Filter { |
| 647 |
/** |
| 648 |
* コンストラクタ |
| 649 |
* @param game 対象のゲーム |
| 650 |
* @param amount 威力。省略時は0.5 |
| 651 |
*/ |
| 652 |
constructor(game:Game, amount?:number) { |
| 653 |
super(game); |
| 654 |
this.opt.amount = amount; |
| 655 |
} |
| 656 |
|
| 657 |
/** |
| 658 |
* フィルタを適用する |
| 659 |
* @param pixels 対象のピクセルデータ |
| 660 |
*/ |
| 661 |
filter(pixels:ImageData) { |
| 662 |
var matrix = [ |
| 663 |
-2,-1, 0, |
| 664 |
-1, 1, 1, |
| 665 |
0, 1, 2 |
| 666 |
]; |
| 667 |
this.applyMatrix( |
| 668 |
pixels, |
| 669 |
matrix, |
| 670 |
this.getOption("amount", 0.5) |
| 671 |
); |
| 672 |
} |
| 673 |
} |
| 674 |
|
| 675 |
/** |
| 676 |
* シャープにするフィルタ |
| 677 |
*/ |
| 678 |
export class SharpenFilter extends Filter { |
| 679 |
/** |
| 680 |
* コンストラクタ |
| 681 |
* @param game 対象のゲーム |
| 682 |
* @param amount 威力 |
| 683 |
*/ |
| 684 |
constructor(game:Game, amount?:number) { |
| 685 |
super(game); |
| 686 |
this.opt.amount = amount; |
| 687 |
} |
| 688 |
|
| 689 |
/** |
| 690 |
* フィルタを適用する |
| 691 |
* @param pixels 対象のピクセルデータ |
| 692 |
*/ |
| 693 |
filter(pixels:ImageData) { |
| 694 |
var matrix = [ |
| 695 |
-1,-1, -1, |
| 696 |
-1, 9, -1, |
| 697 |
-1,-1, -1 |
| 698 |
]; |
| 699 |
this.applyMatrix( |
| 700 |
pixels, |
| 701 |
matrix, |
| 702 |
this.getOption("amount", 0.5) |
| 703 |
); |
| 704 |
} |
| 705 |
} |
| 706 |
|
| 707 |
/** |
| 708 |
* マトリックスに基づいた操作を行う汎用フィルタ |
| 709 |
*/ |
| 710 |
export class MatrixFilter extends Filter { |
| 711 |
/** |
| 712 |
* コンストラクタ |
| 713 |
* @param game 対象のゲーム |
| 714 |
* @param amount 威力。省略時は0.5 |
| 715 |
* @param matrix 適用するマトリックス。省略時はすべて0.111 |
| 716 |
*/ |
| 717 |
constructor(game:Game, amount?:number, matrix?:number[]) { |
| 718 |
super(game); |
| 719 |
this.opt.amount = amount; |
| 720 |
this.opt.matrix = matrix; |
| 721 |
} |
| 722 |
|
| 723 |
/** |
| 724 |
* フィルタを適用する |
| 725 |
* @param pixels 対象のピクセルデータ |
| 726 |
*/ |
| 727 |
filter(pixels:ImageData) { |
| 728 |
var matrix = this.getOption("matrix", [ |
| 729 |
0.111, 0.111, 0.111, |
| 730 |
0.111, 0.111, 0.111, |
| 731 |
0.111, 0.111, 0.111 |
| 732 |
]); |
| 733 |
this.applyMatrix( |
| 734 |
pixels, |
| 735 |
matrix, |
| 736 |
this.getOption("amount", 0.5) |
| 737 |
); |
| 738 |
} |
| 739 |
} |
| 740 |
|
| 741 |
/** |
| 742 |
* にじませるフィルタ。 |
| 743 |
* アルゴリズムはガウシアンフィルタに順ずる。少し重い |
| 744 |
*/ |
| 745 |
export class BlurFilter extends Filter { |
| 746 |
/** |
| 747 |
* コンストラクタ |
| 748 |
* @param game 対象のゲーム |
| 749 |
* @param amount 威力。省略時は2 |
| 750 |
*/ |
| 751 |
constructor(game:Game, amount?:number) { |
| 752 |
super(game); |
| 753 |
this.opt.amount = amount; |
| 754 |
} |
| 755 |
|
| 756 |
// calculate gaussian blur |
| 757 |
// adapted from http://pvnick.blogspot.com/2010/01/im-currently-porting-image-segmentation.html |
| 758 |
/** |
| 759 |
* フィルタを適用する |
| 760 |
* @param pixels 対象のピクセルデータ |
| 761 |
*/ |
| 762 |
filter(pixels:ImageData) { |
| 763 |
var width = pixels.width; |
| 764 |
var width4 = width << 2; |
| 765 |
var height = pixels.height; |
| 766 |
var amount = this.getOption("amount", 2); |
| 767 |
|
| 768 |
if (pixels) { |
| 769 |
var data = pixels.data; |
| 770 |
|
| 771 |
// compute coefficients as a function of amount |
| 772 |
var q; |
| 773 |
if (amount < 0.0) |
| 774 |
amount = 0.0; |
| 775 |
|
| 776 |
if (amount >= 2.5) { |
| 777 |
q = 0.98711 * amount - 0.96330; |
| 778 |
} else if (amount >= 0.5) { |
| 779 |
q = 3.97156 - 4.14554 * Math.sqrt(1.0 - 0.26891 * amount); |
| 780 |
} else { |
| 781 |
q = 2 * amount * (3.97156 - 4.14554 * Math.sqrt(1.0 - 0.26891 * 0.5)); |
| 782 |
} |
| 783 |
|
| 784 |
//compute b0, b1, b2, and b3 |
| 785 |
var qq = q * q; |
| 786 |
var qqq = qq * q; |
| 787 |
var b0 = 1.57825 + (2.44413 * q) + (1.4281 * qq ) + (0.422205 * qqq); |
| 788 |
var b1 = ((2.44413 * q) + (2.85619 * qq) + (1.26661 * qqq)) / b0; |
| 789 |
var b2 = (-((1.4281 * qq) + (1.26661 * qqq))) / b0; |
| 790 |
var b3 = (0.422205 * qqq) / b0; |
| 791 |
var bigB = 1.0 - (b1 + b2 + b3); |
| 792 |
|
| 793 |
// horizontal |
| 794 |
for (var c = 0; c < 3; c++) { |
| 795 |
for (var y = 0; y < height; y++) { |
| 796 |
// forward |
| 797 |
var index = y * width4 + c; |
| 798 |
var indexLast = y * width4 + ((width - 1) << 2) + c; |
| 799 |
var pixel = data[index]; |
| 800 |
var ppixel = pixel; |
| 801 |
var pppixel = ppixel; |
| 802 |
var ppppixel = pppixel; |
| 803 |
for (; index <= indexLast; index += 4) { |
| 804 |
pixel = bigB * data[index] + b1 * ppixel + b2 * pppixel + b3 * ppppixel; |
| 805 |
data[index] = pixel; |
| 806 |
ppppixel = pppixel; |
| 807 |
pppixel = ppixel; |
| 808 |
ppixel = pixel; |
| 809 |
} |
| 810 |
// backward |
| 811 |
index = y * width4 + ((width - 1) << 2) + c; |
| 812 |
indexLast = y * width4 + c; |
| 813 |
pixel = data[index]; |
| 814 |
ppixel = pixel; |
| 815 |
pppixel = ppixel; |
| 816 |
ppppixel = pppixel; |
| 817 |
for (; index >= indexLast; index -= 4) { |
| 818 |
pixel = bigB * data[index] + b1 * ppixel + b2 * pppixel + b3 * ppppixel; |
| 819 |
data[index] = pixel; |
| 820 |
ppppixel = pppixel; |
| 821 |
pppixel = ppixel; |
| 822 |
ppixel = pixel; |
| 823 |
} |
| 824 |
} |
| 825 |
} |
| 826 |
|
| 827 |
// vertical |
| 828 |
for (var c = 0; c < 3; c++) { |
| 829 |
for (var x = 0; x < width; x++) { |
| 830 |
// forward |
| 831 |
var index = (x << 2) + c; |
| 832 |
var indexLast = (height - 1) * width4 + (x << 2) + c; |
| 833 |
var pixel = data[index]; |
| 834 |
var ppixel = pixel; |
| 835 |
var pppixel = ppixel; |
| 836 |
var ppppixel = pppixel; |
| 837 |
for (; index <= indexLast; index += width4) { |
| 838 |
pixel = bigB * data[index] + b1 * ppixel + b2 * pppixel + b3 * ppppixel; |
| 839 |
data[index] = pixel; |
| 840 |
ppppixel = pppixel; |
| 841 |
pppixel = ppixel; |
| 842 |
ppixel = pixel; |
| 843 |
} |
| 844 |
// backward |
| 845 |
index = (height - 1) * width4 + (x << 2) + c; |
| 846 |
indexLast = (x << 2) + c; |
| 847 |
pixel = data[index]; |
| 848 |
ppixel = pixel; |
| 849 |
pppixel = ppixel; |
| 850 |
ppppixel = pppixel; |
| 851 |
for (; index >= indexLast; index -= width4) { |
| 852 |
pixel = bigB * data[index] + b1 * ppixel + b2 * pppixel + b3 * ppppixel; |
| 853 |
data[index] = pixel; |
| 854 |
ppppixel = pppixel; |
| 855 |
pppixel = ppixel; |
| 856 |
ppixel = pixel; |
| 857 |
} |
| 858 |
} |
| 859 |
} |
| 860 |
} |
| 861 |
} |
| 862 |
} |
| 863 |
|
| 864 |
/** |
| 865 |
* モザイクをかけるフィルタ |
| 866 |
*/ |
| 867 |
export class MosaicFilter extends Filter { |
| 868 |
/** |
| 869 |
* コンストラクタ |
| 870 |
* @param game 対象のゲーム |
| 871 |
* @param size モザイクサイズ。省略時は5 |
| 872 |
* @param opacity 透明度。省略時は1 |
| 873 |
*/ |
| 874 |
constructor(game:Game, size?:number, opacity?:number) { |
| 875 |
super(game); |
| 876 |
this.opt.size = size; |
| 877 |
this.opt.opacity = opacity; |
| 878 |
} |
| 879 |
|
| 880 |
/** |
| 881 |
* フィルタを適用する |
| 882 |
* @param pixels 対象のピクセルデータ |
| 883 |
*/ |
| 884 |
filter(pixels:ImageData) { |
| 885 |
var opacity = this.getOption("opacity", 1); |
| 886 |
var size = Math.round(this.getOption("size", 5)); |
| 887 |
var width = pixels.width; |
| 888 |
|
| 889 |
for (var i = 0, data = pixels.data, length = data.length; i < length >> 2; i++) { |
| 890 |
var index = i << 2; |
| 891 |
var r = data[index], |
| 892 |
g = data[index + 1], |
| 893 |
b = data[index + 2]; |
| 894 |
|
| 895 |
var pos = index >> 2; |
| 896 |
var stepY = Math.floor(pos / width); |
| 897 |
var stepY1 = stepY % size; |
| 898 |
var stepX = pos - (stepY * width); |
| 899 |
var stepX1 = stepX % size; |
| 900 |
|
| 901 |
if (stepY1) pos -= stepY1 * width; |
| 902 |
if (stepX1) pos -= stepX1; |
| 903 |
pos = pos << 2; |
| 904 |
|
| 905 |
data[index ] = this.findColorDifference(opacity, data[pos] , r); |
| 906 |
data[index+1] = this.findColorDifference(opacity, data[pos + 1], g); |
| 907 |
data[index+2] = this.findColorDifference(opacity, data[pos + 2], b); |
| 908 |
} |
| 909 |
} |
| 910 |
} |
| 911 |
|
| 912 |
/** |
| 913 |
* ノイズの種類。Monoでモノクロノイズ、Colorでカラーノイズ |
| 914 |
*/ |
| 915 |
export enum NoiseType { |
| 916 |
Mono, //monochrome |
| 917 |
Color |
| 918 |
} |
| 919 |
|
| 920 |
/** |
| 921 |
* ノイズをつけるフィルタ |
| 922 |
*/ |
| 923 |
export class NoiseFilter extends Filter { |
| 924 |
/** |
| 925 |
* コンストラクタ |
| 926 |
* @param game 対象のゲーム |
| 927 |
* @param amount 威力。省略時は30 |
| 928 |
* @param type モノクロノイズかカラーノイズか。省略時はモノクロ |
| 929 |
*/ |
| 930 |
constructor(game:Game, amount?:number, type?:NoiseType) { |
| 931 |
super(game); |
| 932 |
this.opt.amount = amount; |
| 933 |
this.opt.type = type; |
| 934 |
} |
| 935 |
|
| 936 |
/** |
| 937 |
* フィルタを適用する |
| 938 |
* @param pixels 対象のピクセルデータ |
| 939 |
*/ |
| 940 |
filter(pixels:ImageData) { |
| 941 |
var amount = this.getOption("amount", 30); |
| 942 |
var type = this.getOption("type", NoiseType.Mono); |
| 943 |
var max = (amount >> 1) - 1; |
| 944 |
var min = max - amount; |
| 945 |
|
| 946 |
for (var i = 0, data = pixels.data, length = data.length; i < length >> 2; i++) { |
| 947 |
var index = i << 2; |
| 948 |
var r = data[index], |
| 949 |
g = data[index + 1], |
| 950 |
b = data[index + 2]; |
| 951 |
|
| 952 |
if (type == NoiseType.Mono) { |
| 953 |
var val = this.game.random(min, max); |
| 954 |
data[index ] = this.checkRGBBoundary(r + val); |
| 955 |
data[index+1] = this.checkRGBBoundary(g + val); |
| 956 |
data[index+2] = this.checkRGBBoundary(b + val); |
| 957 |
} else { |
| 958 |
data[index ] = this.checkRGBBoundary(r + this.game.random(min, max)); |
| 959 |
data[index+1] = this.checkRGBBoundary(g + this.game.random(min, max)); |
| 960 |
data[index+2] = this.checkRGBBoundary(b + this.game.random(min, max)); |
| 961 |
} |
| 962 |
} |
| 963 |
} |
| 964 |
} |
| 965 |
|
| 966 |
/** |
| 967 |
* ポスタライズフィルタ |
| 968 |
*/ |
| 969 |
export class PosterizeFilter extends Filter { |
| 970 |
/** |
| 971 |
* コンストラクタ |
| 972 |
* @param game 対象のゲーム |
| 973 |
* @param amount 威力。省略時は2 |
| 974 |
* @param opacity 透明度。省略時は1 |
| 975 |
*/ |
| 976 |
constructor(game:Game, amount?:number, opacity?:number) { |
| 977 |
super(game); |
| 978 |
this.opt.opacity = opacity; |
| 979 |
this.opt.amount = amount; |
| 980 |
} |
| 981 |
|
| 982 |
/** |
| 983 |
* フィルタを適用する |
| 984 |
* @param pixels 対象のピクセルデータ |
| 985 |
*/ |
| 986 |
filter(pixels:ImageData) { |
| 987 |
var opacity:number = this.getOption("opacity", 1); |
| 988 |
var amount:number = this.getOption("amount", 2); |
| 989 |
var areas:number = 256 / amount; |
| 990 |
var values:number = 255 / (amount - 1); |
| 991 |
|
| 992 |
for (var i = 0, data = pixels.data, length = data.length; i < length >> 2; i++) { |
| 993 |
var index = i << 2; |
| 994 |
var r = data[index], |
| 995 |
g = data[index + 1], |
| 996 |
b = data[index + 2]; |
| 997 |
|
| 998 |
data[index ] = this.findColorDifference( |
| 999 |
opacity, |
| 1000 |
Math.round(values * Math.round(r / areas)), |
| 1001 |
r |
| 1002 |
); |
| 1003 |
data[index+1] = this.findColorDifference( |
| 1004 |
opacity, |
| 1005 |
Math.round(values * Math.round(g / areas)), |
| 1006 |
g |
| 1007 |
); |
| 1008 |
data[index+2] = this.findColorDifference( |
| 1009 |
opacity, |
| 1010 |
Math.round(values * Math.round(b / areas)), |
| 1011 |
b |
| 1012 |
); |
| 1013 |
} |
| 1014 |
} |
| 1015 |
} |
| 1016 |
} |
| 1017 |
} |