/* * AlphaMapFilter * Visit http://createjs.com/ for documentation, updates and examples. * * Copyright (c) 2010 gskinner.com, inc. * * Permission is hereby granted, free of charge, to any person * obtaining a copy of this software and associated documentation * files (the "Software"), to deal in the Software without * restriction, including without limitation the rights to use, * copy, modify, merge, publish, distribute, sublicense, and/or sell * copies of the Software, and to permit persons to whom the * Software is furnished to do so, subject to the following * conditions: * * The above copyright notice and this permission notice shall be * included in all copies or substantial portions of the Software. * * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, * EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES * OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND * NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT * HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, * WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING * FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR * OTHER DEALINGS IN THE SOFTWARE. */ /** * @module EaselJS */ // namespace: this.createjs = this.createjs || {}; (function () { "use strict"; // constructor: /** * Applies a greyscale alpha map image (or canvas) to the target, such that the alpha channel of the result will * be copied from the red channel of the map, and the RGB channels will be copied from the target. * * Generally, it is recommended that you use {{#crossLink "AlphaMaskFilter"}}{{/crossLink}}, because it has much * better performance. * *

Example

* This example draws a red->blue box, caches it, and then uses the cache canvas as an alpha map on a 100x100 image. * * var box = new createjs.Shape(); * box.graphics.beginLinearGradientFill(["#ff0000", "#0000ff"], [0, 1], 0, 0, 0, 100) * box.graphics.drawRect(0, 0, 100, 100); * box.cache(0, 0, 100, 100); * * var bmp = new createjs.Bitmap("path/to/image.jpg"); * bmp.filters = [ * new createjs.AlphaMapFilter(box.cacheCanvas) * ]; * bmp.cache(0, 0, 100, 100); * stage.addChild(bmp); * * See {{#crossLink "Filter"}}{{/crossLink}} for more information on applying filters. * @class AlphaMapFilter * @extends Filter * @constructor * @param {HTMLImageElement|HTMLCanvasElement|WebGLTexture} alphaMap The greyscale image (or canvas) to use as the alpha value for the * result. This should be exactly the same dimensions as the target. **/ function AlphaMapFilter(alphaMap) { this.Filter_constructor(); if (!createjs.Filter.isValidImageSource(alphaMap)) { throw "Must provide valid image source for alpha map, see Filter.isValidImageSource"; } // public properties: /** * The greyscale image (or canvas) to use as the alpha value for the result. This should be exactly the same * dimensions as the target. * @property alphaMap * @type HTMLImageElement|HTMLCanvasElement **/ this.alphaMap = alphaMap; // private properties: /** * @property _map * @protected * @type HTMLImageElement|HTMLCanvasElement **/ this._map = null; /** * @property _mapCtx * @protected * @type CanvasRenderingContext2D **/ this._mapCtx = null; /** * @property _mapTexture * @protected * @type WebGLTexture */ this._mapTexture = null; this.FRAG_SHADER_BODY = ( "uniform sampler2D uAlphaSampler;"+ "void main(void) {" + "vec4 color = texture2D(uSampler, vTextureCoord);" + "vec4 alphaMap = texture2D(uAlphaSampler, vTextureCoord);" + // some image formats can have transparent white rgba(1,1,1, 0) when put on the GPU, this means we need a slight tweak // using ceil ensure that the colour will be used so long as it exists but pure transparency will be treated black "float newAlpha = alphaMap.r * ceil(alphaMap.a);" + "gl_FragColor = vec4(clamp(color.rgb/color.a, 0.0, 1.0) * newAlpha, newAlpha);" + "}" ); if(alphaMap instanceof WebGLTexture) { this._mapTexture = alphaMap; } } var p = createjs.extend(AlphaMapFilter, createjs.Filter); // TODO: deprecated // p.initialize = function() {}; // searchable for devs wondering where it is. REMOVED. See docs for details. // Docced in superclass p.shaderParamSetup = function(gl, stage, shaderProgram) { if(this._mapTexture === null) { this._mapTexture = gl.createTexture(); } gl.activeTexture(gl.TEXTURE1); gl.bindTexture(gl.TEXTURE_2D, this._mapTexture); stage.setTextureParams(gl); if (this.alphaMap !== this._mapTexture) { gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, gl.RGBA, gl.UNSIGNED_BYTE, this.alphaMap); } gl.uniform1i( gl.getUniformLocation(shaderProgram, "uAlphaSampler"), 1 ); }; // public methods: // Docced in superclass p.clone = function () { var o = new AlphaMapFilter(this.alphaMap); return o; }; // Docced in superclass p.toString = function () { return "[AlphaMapFilter]"; }; // private methods: // Docced in superclass p._applyFilter = function (imageData) { if (!this._prepAlphaMap()) { return false; } var outArray = imageData.data; var width = imageData.width; var height = imageData.height; var rowOffset, pixelStart; var sampleData = this._mapCtx.getImageData(0,0, this._map.width,this._map.height); var sampleArray = sampleData.data; var sampleWidth = sampleData.width; var sampleHeight = sampleData.height; var sampleRowOffset, samplePixelStart; var widthRatio = sampleWidth/width; var heightRatio = sampleHeight/height; // performance optimizing lookup // the x and y need to stretch separately, nesting the for loops simplifies this logic even if the array is flat for (var i=0; i