Water Ripple Effect - 水波纹效果
一:原理
模拟水波纹效果,最常见的是sine或者cosn的函数,周期性变化,贴近自然
当水波纹中中间开始向四周扩散的时候,一般都是慢慢的失去能量,振幅也是
越来越小,所以程序要模拟这个过程时候,要加上一个能量递减因子。然后用
公式 y = a*sine(bx + c)来表示波纹公式。
二:程序实现
最重要的一步是计算水波纹的振幅。在任意一点确定水波的中心位置,可以是
鼠标随机选取,对半径范围内的像素位置实现水波生成,然后转换为位置,对
位置实现浮点数取整,然后使用适当的插值算法,本例使用双线性插值。
三:程序效果
四:滤镜完全源代码,这次我写了些中文注解,不给源代码的博文不是好博文
package com.gloomyfish.filter.study; import java.awt.image.BufferedImage; public class WaterFilter extends AbstractBufferedImageOp { private float wavelength = 16; private float amplitude = 10; private float phase = 0; private float centreX = 0.5f; private float centreY = 0.5f; private float radius = 50; private float radius2 = 0; private float icentreX; private float icentreY; public WaterFilter() { } @Override public BufferedImage filter(BufferedImage src, BufferedImage dest) { int width = src.getWidth(); int height = src.getHeight(); if ( dest == null ) dest = createCompatibleDestImage( src, null ); int[] inPixels = new int[width*height]; int[] outPixels = new int[width*height]; getRGB( src, 0, 0, width, height, inPixels ); icentreX = width * centreX; icentreY = height * centreY; if ( radius == 0 ) radius = Math.min(icentreX, icentreY); radius2 = radius*radius; int index = 0; float[] out = new float[2]; for(int row=0; row<height; row++) { for(int col=0; col<width; col++) { index = row * width + col; // 获取水波的扩散位置,最重要的一步 generateWaterRipples(col, row, out); int srcX = (int)Math.floor( out[0] ); int srcY = (int)Math.floor( out[1] ); float xWeight = out[0]-srcX; float yWeight = out[1]-srcY; int nw, ne, sw, se; // 获取周围四个像素,插值用, if ( srcX >= 0 && srcX < width-1 && srcY >= 0 && srcY < height-1) { // Easy case, all corners are in the image int i = width*srcY + srcX; nw = inPixels[i]; ne = inPixels[i+1]; sw = inPixels[i+width]; se = inPixels[i+width+1]; } else { // Some of the corners are off the image nw = getPixel( inPixels, srcX, srcY, width, height ); ne = getPixel( inPixels, srcX+1, srcY, width, height ); sw = getPixel( inPixels, srcX, srcY+1, width, height ); se = getPixel( inPixels, srcX+1, srcY+1, width, height ); } // 取得对应的振幅位置P(x, y)的像素,使用双线性插值 /*if(xWeight >=0 || yWeight >= 0) { outPixels[index] = ImageMath.bilinearInterpolate(xWeight, yWeight, nw, ne, sw, se); } else { outPixels[index] = inPixels[index]; }*/ outPixels[index] = ImageMath.bilinearInterpolate(xWeight, yWeight, nw, ne, sw, se); } } setRGB( dest, 0, 0, width, height, outPixels ); return dest; } private int getPixel(int[] pixels, int x, int y, int width, int height) { if (x < 0 || x >= width || y < 0 || y >= height) { return 0; // 有点暴力啦,懒得管啦 } return pixels[ y*width+x ]; } protected void generateWaterRipples(int x, int y, float[] out) { float dx = x-icentreX; float dy = y-icentreY; float distance2 = dx*dx + dy*dy; // 确定 water ripple的半径,如果在半径之外,就直接获取原来位置,不用计算迁移量 if (distance2 > radius2) { out[0] = x; out[1] = y; } else { // 如果在radius半径之内,计算出来 float distance = (float)Math.sqrt(distance2); // 计算改点振幅 float amount = amplitude * (float)Math.sin(distance / wavelength * ImageMath.TWO_PI - phase); // 计算能量损失, amount *= (radius-distance)/radius; // 计算能量损失, if ( distance != 0 ) amount *= wavelength/distance; // 得到water ripple 最终迁移位置 out[0] = x + dx*amount; out[1] = y + dy*amount; } } }
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