[AS3]as3色彩滤镜ColorMatrix实现饱和度/色调/对比度/亮度的调整
[AS3]as3滤镜ColorMatrix实现饱和度/色调/对比度/亮度的调整源代码,as3滤镜,as3色彩滤镜,as3饱和度,as3对比度
[AS3]as3滤镜ColorMatrix实现饱和度/色调/对比度/亮度的调整源代码
- /**
- * ColorMatrix by Grant Skinner. August 8, 2005
- * Updated to AS3 November 19, 2007
- * Visit www.gskinner.com/blog for documentation, updates and more free code.
- *
- * You may distribute this class freely, provided it is not modified in any way (including
- * removing this header or changing the package path).
- *
- * Please contact info@gskinner.com prior to distributing modified versions of this class.
- *usage:http://www.gskinner.com/blog/archives/2005/09/flash_8_source.html
- *var cm = new ColorMatrix();
- * cm.adjustColor(20,20,20,20);
- *displayObject.filters = [new ColorMatrixFilter(cm)];
- */
- package com.gskinner.geom
- {
- dynamic public class ColorMatrix extends Array
- {
- // constant for contrast calculations:
- private static const DELTA_INDEX:Array = [
- 0, 0.01, 0.02, 0.04, 0.05, 0.06, 0.07, 0.08, 0.1, 0.11,
- 0.12, 0.14, 0.15, 0.16, 0.17, 0.18, 0.20, 0.21, 0.22, 0.24,
- 0.25, 0.27, 0.28, 0.30, 0.32, 0.34, 0.36, 0.38, 0.40, 0.42,
- 0.44, 0.46, 0.48, 0.5, 0.53, 0.56, 0.59, 0.62, 0.65, 0.68,
- 0.71, 0.74, 0.77, 0.80, 0.83, 0.86, 0.89, 0.92, 0.95, 0.98,
- 1.0, 1.06, 1.12, 1.18, 1.24, 1.30, 1.36, 1.42, 1.48, 1.54,
- 1.60, 1.66, 1.72, 1.78, 1.84, 1.90, 1.96, 2.0, 2.12, 2.25,
- 2.37, 2.50, 2.62, 2.75, 2.87, 3.0, 3.2, 3.4, 3.6, 3.8,
- 4.0, 4.3, 4.7, 4.9, 5.0, 5.5, 6.0, 6.5, 6.8, 7.0,
- 7.3, 7.5, 7.8, 8.0, 8.4, 8.7, 9.0, 9.4, 9.6, 9.8,
- 10.0
- ];
- // identity matrix constant:
- private static const IDENTITY_MATRIX:Array = [
- 1,0,0,0,0,
- 0,1,0,0,0,
- 0,0,1,0,0,
- 0,0,0,1,0,
- 0,0,0,0,1
- ];
- private static const LENGTH:Number = IDENTITY_MATRIX.length;
- // initialization:
- public function ColorMatrix(p_matrix:Array = null)
- {
- p_matrix = fixMatrix(p_matrix);
- copyMatrix(((p_matrix.length == LENGTH) ? p_matrix : IDENTITY_MATRIX));
- }
- // public methods:
- public function reset():void
- {
- for (var i:uint = 0; i < LENGTH; i++)
- {
- this[i] = IDENTITY_MATRIX[i];
- }
- }
- public function adjustColor(p_brightness:Number, p_contrast:Number, p_saturation:Number, p_hue:Number):void
- {
- adjustHue(p_hue);
- adjustContrast(p_contrast);
- adjustBrightness(p_brightness);
- adjustSaturation(p_saturation);
- }
- public function adjustBrightness(p_val:Number):void
- {
- p_val = cleanValue(p_val, 100);
- if (p_val == 0 || isNaN(p_val))
- {
- return;
- }
- multiplyMatrix([
- 1,0,0,0,p_val,
- 0,1,0,0,p_val,
- 0,0,1,0,p_val,
- 0,0,0,1,0,
- 0,0,0,0,1
- ]);
- }
- public function adjustContrast(p_val:Number):void
- {
- p_val = cleanValue(p_val, 100);
- if (p_val == 0 || isNaN(p_val))
- {
- return;
- }
- var x:Number;
- if (p_val < 0)
- {
- x = 127 + p_val / 100 * 127
- }
- else
- {
- x = p_val % 1;
- if (x == 0)
- {
- x = DELTA_INDEX[p_val];
- }
- else
- {
- //x = DELTA_INDEX[(p_val<<0)]; // this is how the IDE does it.
- x = DELTA_INDEX[(p_val << 0)] * (1 - x) + DELTA_INDEX[(p_val << 0) + 1] * x; // use linear interpolation for more granularity.
- }
- xx = x * 127 + 127;
- }
- multiplyMatrix([
- x/127,0,0,0,0.5*(127-x),
- 0,x/127,0,0,0.5*(127-x),
- 0,0,x/127,0,0.5*(127-x),
- 0,0,0,1,0,
- 0,0,0,0,1
- ]);
- }
- public function adjustSaturation(p_val:Number):void
- {
- p_val = cleanValue(p_val, 100);
- if (p_val == 0 || isNaN(p_val))
- {
- return;
- }
- var x:Number = 1 + ((p_val > 0) ? 3 * p_val / 100 : p_val / 100);
- var lumR:Number = 0.3086;
- var lumG:Number = 0.6094;
- var lumB:Number = 0.0820;
- multiplyMatrix([
- lumR*(1-x)+x,lumG*(1-x),lumB*(1-x),0,0,
- lumR*(1-x),lumG*(1-x)+x,lumB*(1-x),0,0,
- lumR*(1-x),lumG*(1-x),lumB*(1-x)+x,0,0,
- 0,0,0,1,0,
- 0,0,0,0,1
- ]);
- }
- public function adjustHue(p_val:Number):void
- {
- p_val = cleanValue(p_val, 180) / 180 * Math.PI;
- if (p_val == 0 || isNaN(p_val))
- {
- return;
- }
- var cosVal:Number = Math.cos(p_val);
- var sinVal:Number = Math.sin(p_val);
- var lumR:Number = 0.213;
- var lumG:Number = 0.715;
- var lumB:Number = 0.072;
- multiplyMatrix([
- lumR+cosVal*(1-lumR)+sinVal*(-lumR),lumG+cosVal*(-lumG)+sinVal*(-lumG),lumB+cosVal*(-lumB)+sinVal*(1-lumB),0,0,
- lumR+cosVal*(-lumR)+sinVal*(0.143),lumG+cosVal*(1-lumG)+sinVal*(0.140),lumB+cosVal*(-lumB)+sinVal*(-0.283),0,0,
- lumR+cosVal*(-lumR)+sinVal*(-(1-lumR)),lumG+cosVal*(-lumG)+sinVal*(lumG),lumB+cosVal*(1-lumB)+sinVal*(lumB),0,0,
- 0,0,0,1,0,
- 0,0,0,0,1
- ]);
- }
- public function concat(p_matrix:Array):void
- {
- p_matrix = fixMatrix(p_matrix);
- if (p_matrix.length != LENGTH)
- {
- return;
- }
- multiplyMatrix(p_matrix);
- }
- public function clone():ColorMatrix
- {
- return new ColorMatrix(this);
- }
- public function toString():String
- {
- return "ColorMatrix [ " + this.join(" , ") + " ]";
- }
- // return a length 20 array (5x4):
- public function toArray():Array
- {
- return slice(0, 20);
- }
- // private methods:
- // copy the specified matrix's values to this matrix:
- protected function copyMatrix(p_matrix:Array):void
- {
- var l:Number = LENGTH;
- for (var i:uint = 0; i < l; i++)
- {
- this[i] = p_matrix[i];
- }
- }
- // multiplies one matrix against another:
- protected function multiplyMatrix(p_matrix:Array):void
- {
- var col:Array = [];
- for (var i:uint = 0; i < 5; i++)
- {
- for (var j:uint = 0; j < 5; j++)
- {
- col[j] = this[j + i * 5];
- }
- for (j = 0; j < 5; j++)
- {
- var val:Number = 0;
- for (var k:Number = 0; k < 5; k++)
- {
- val += p_matrix[j + k * 5] * col[k];
- }
- this[j + i * 5] = val;
- }
- }
- }
- // make sure values are within the specified range, hue has a limit of 180, others are 100:
- protected function cleanValue(p_val:Number, p_limit:Number):Number
- {
- return Math.min(p_limit, Math.max(-p_limit, p_val));
- }
- // makes sure matrixes are 5x5 (25 long):
- protected function fixMatrix(p_matrix:Array = null):Array
- {
- if (p_matrix == null)
- {
- return IDENTITY_MATRIX;
- }
- if (p_matrix is ColorMatrix)
- {
- p_matrixp_matrix = p_matrix.slice(0);
- }
- if (p_matrix.length < LENGTH)
- {
- p_matrixp_matrix = p_matrix.slice(0, p_matrix.length).concat(IDENTITY_MATRIX.slice(p_matrix.length, LENGTH));
- }
- else if (p_matrix.length > LENGTH)
- {
- p_matrixp_matrix = p_matrix.slice(0, LENGTH);
- }
- return p_matrix;
- }
- }
- }
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