ColorMatrixFilter Class
Allows you to carry out complex color operations such as modifying saturation, brightness, or inverting. See the ColorMatrix for more information on changing colors. For an easier color transform, consider the ColorFilter.
Example
This example creates a red circle, inverts its hue, and then saturates it to brighten it up. var shape = new createjs.Shape().set({x:100,y:100});
shape.graphics.beginFill("#ff0000").drawCircle(0,0,50);
var matrix = new createjs.ColorMatrix().adjustHue(180).adjustSaturation(100);
shape.filters = [
new createjs.ColorMatrixFilter(matrix)
];
shape.cache(-50, -50, 100, 100);
See Filter for an more information on applying filters.
Constructor
ColorMatrixFilter
-
matrix
Parameters:
-
matrixArrayA 4x5 matrix describing the color operation to perform. See also the ColorMatrix class.
Item Index
Methods
- _applyFilter
- _createWebGLRenderer
- _getFragmentShader Get fragment shader code in GLSL.
- _getFragmentShader Get fragment shader code in GLSL. Filters are responsible for their own fragment shaders.
- _getVertexShader Get vertex shader in GLSL code. This sets the positions of each point on the context in 3D space.
- _initBuffers
- _initShaders
- _initUniforms
- applyFilter
- clone
- getBounds
- initialize
- shaderParamSetup
- toString
Properties
Methods
_applyFilter
-
imageData
Parameters:
-
imageDataImageDataTarget ImageData instance.
Returns:
_createWebGLRenderer
()
protected
Attempt to creates a WebGLContextRenderer for fast, efficient filter rendering. Used during filter initialization. If it cannot be done, or this.useGL is set to false, then the filter is rendered normally using a Context2D.
_getFragmentShader
Get fragment shader code in GLSL.
Filters are responsible for their own fragment shaders.
()
String
protected
Returns:
_getVertexShader
Get vertex shader in GLSL code. This sets the positions of each point on the context in 3D space.
()
String
protected
Returns:
_initBuffers
-
ctx
Setup the buffers and camera for the object. In this case, just create a rectangle that occupies the full stage.
Parameters:
-
ctxObjectWebGL Context.
_initShaders
-
ctx
Setup the shaders for WebGL rendering. Each filter is responsible for its own fragment shader.
Parameters:
-
ctxObjectWebGL Context.
_initUniforms
-
ctx
Setup the uniforms for the fragment shader. Each filter is responsible for its own fragment shader uniforms, as they are responsible for their own fragment shaders.
Parameters:
-
ctxObjectWebGL Context.
applyFilter
-
ctx -
x -
y -
width -
height -
targetCtx -
targetX -
targetY
Applies the filter to the specified context.
Parameters:
-
ctxCanvasRenderingContext2DThe 2D context to use as the source.
-
xNumberThe x position to use for the source rect.
-
yNumberThe y position to use for the source rect.
-
widthNumberThe width to use for the source rect.
-
heightNumberThe height to use for the source rect.
-
targetCtxCanvasRenderingContext2DOptional. The 2D context to draw the result to. Defaults to the context passed to ctx.
-
targetXNumberOptional. The x position to draw the result to. Defaults to the value passed to x.
-
targetYNumberOptional. The y position to draw the result to. Defaults to the value passed to y.
Returns:
clone
()
ColorMatrixFilter
Returns a clone of this ColorMatrixFilter instance.
Returns:
A clone of the current ColorMatrixFilter instance.
getBounds
()
Rectangle
Returns a rectangle with values indicating the margins required to draw the filter or null. For example, a filter that will extend the drawing area 4 pixels to the left, and 7 pixels to the right (but no pixels up or down) would return a rectangle with (x=-4, y=0, width=11, height=0).
Returns:
a rectangle object indicating the margins required to draw the filter or null if the filter does not effect bounds.
initialize
-
matrix
Parameters:
-
matrixArrayA 4x5 matrix describing the color operation to perform.
shaderParamSetup
-
gl -
stage -
shaderProgram
Assign any unique uniforms or other setup functionality here.
Parameters:
-
glWebGLContextThe context associated with the stage performing the render.
-
stageSpriteStageThe stage instance that will be rendering.
-
shaderProgramShaderProgramThe compiled shader that is going to be sued to perform the render.
Properties
FRAG_SHADER
String
Pre-processing shader code, will be parsed before being fed in. This should be based upon SpriteStage.SHADER_FRAGMENT_BODY_REGULAR
matrix
Array | ColorMatrix
A 4x5 matrix describing the color operation to perform. See also the ColorMatrix
VTX_SHADER
String
Pre-processing shader code, will be parsed before being fed in. This should be based upon SpriteStage.SHADER_VERTEX_BODY_REGULAR