Creates a new ColorMatrixFilter instance with the specified matrix. @param matrix a vector of 20 items arranged as a 4x5 matrix.
Indicates if the last filter pass is always drawn directly to the back buffer.
Per default, the filter tries to automatically render in a smart way: objects that are currently moving are rendered to the back buffer, objects that are static are rendered into a texture first, which allows the filter to be drawn directly from the render cache in the next frame (in case the object remains static).
However, this fails when filters are added to an object that does not support the render cache, or to a container with such a child (e.g. a Sprite3D object or a masked display object). In such a case, enable this property for maximum performance.
@default false
The anti-aliasing level. This is only used for rendering the target object into a texture, not for the filter passes. 0 - none, 4 - maximum. @default 0
Indicates if the filter is cached (via the cache
method).
Indicates if the filter requires all passes to be processed with the exact same resolution.
Some filters must use the same resolution for input and output; e.g. the blur filter
is very sensitive to changes of pixel / texel sizes. When the filter is used as part
of a filter chain, or if its last pass is drawn directly to the back buffer, such a
filter produces artifacts. In that case, the filter author must set this property
to true
.
@default false
A vector of 20 items arranged as a 4x5 matrix.
Padding can extend the size of the filter texture in all directions. That's useful when the filter "grows" the bounds of the object in any direction.
The resolution of the filter texture. "1" means stage resolution, "0.5" half the stage resolution. A lower resolution saves memory and execution time, but results in a lower output quality. Values greater than 1 are allowed; such values might make sense for a cached filter when it is scaled up. @default 1
The format of the filter texture. @default BGRA
The smoothing mode of the filter texture. @default bilinear
Changes the brightness. Typical values are in the range (-1, 1). Values above zero will make the image brighter, values below zero will make it darker.
Changes the contrast. Typical values are in the range (-1, 1). Values above zero will raise, values below zero will reduce the contrast.
Changes the hue of the image. Typical values are in the range (-1, 1).
Changes the saturation. Typical values are in the range (-1, 1). Values above zero will raise, values below zero will reduce the saturation. '-1' will produce a grayscale image.
Caches the filter output into a texture.
An uncached filter is rendered every frame (except if it can be rendered from the
global render cache, which happens if the target object does not change its appearance
or location relative to the stage). A cached filter is only rendered once; the output
stays unchanged until you call cache
again or change the filter settings.
Beware: you cannot cache filters on 3D objects; if the object the filter is attached to is a Sprite3D or has a Sprite3D as (grand-) parent, the request will be silently ignored. However, you can cache a 2D object that has 3D children!
Clears the cached output of the filter. After calling this method, the filter will be processed once per frame again.
Concatenates the current matrix with another one.
Concatenates the current matrix with another one, passing its contents directly.
Dispatches an event to all objects that have registered listeners for its type. If an event with enabled 'bubble' property is dispatched to a display object, it will travel up along the line of parents, until it either hits the root object or someone stops its propagation manually.
Dispatches an event with the given parameters to all objects that have registered listeners for the given type. The method uses an internal pool of event objects to avoid allocations.
Disposes all resources that have been created by the filter.
If called with one argument, figures out if there are any listeners registered for the given event type. If called with two arguments, also determines if a specific listener is registered.
Inverts the colors of the filtered object.
Does the actual filter processing. This method will be called with up to four input
textures and must return a new texture (acquired from the helper
) that
contains the filtered output. To to do this, it configures the FilterEffect
(provided via createEffect
) and calls its render
method.
In a standard filter, only input0
will contain a texture; that's the
object the filter was applied to, rendered into an appropriately sized texture.
However, filters may also accept multiple textures; that's useful when you need to
combine the output of several filters into one. For example, the DropShadowFilter
uses a BlurFilter to create the shadow and then feeds both input and shadow texture
into a CompositeFilter.
Never create or dispose any textures manually within this method; instead, get new textures from the provided helper object, and pass them to the helper when you do not need them any longer. Ownership of both input textures and returned texture lies at the caller; only temporary textures should be put into the helper.
Removes all event listeners with a certain type, or all of them if type is null. Be careful when removing all event listeners: you never know who else was listening.
Renders the filtered target object. Most users will never have to call this manually; it's executed automatically in the rendering process of the filtered display object.
Changes the filter matrix back to the identity matrix.
Tints the image in a certain color, analog to what can be done in Adobe Animate.
@param color the RGB color with which the image should be tinted. @param amount the intensity with which tinting should be applied. Range (0, 1).
Generated using TypeDoc
The ColorMatrixFilter class lets you apply a 4x5 matrix transformation to the color and alpha values of every pixel in the input image to produce a result with a new set of color and alpha values. This allows saturation changes, hue rotation, luminance to alpha, and various other effects.
The class contains several convenience methods for frequently used color adjustments. All those methods change the current matrix, which means you can easily combine them in one filter:
If you want to gradually animate one of the predefined color adjustments, either reset the matrix after each step, or use an identical adjustment value for each step; the changes will add up.