| /* |
| * Copyright (C) 2013 The Android Open Source Project |
| * |
| * Licensed under the Apache License, Version 2.0 (the "License"); |
| * you may not use this file except in compliance with the License. |
| * You may obtain a copy of the License at |
| * |
| * http://www.apache.org/licenses/LICENSE-2.0 |
| * |
| * Unless required by applicable law or agreed to in writing, software |
| * distributed under the License is distributed on an "AS IS" BASIS, |
| * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. |
| * See the License for the specific language governing permissions and |
| * limitations under the License. |
| */ |
| |
| #define LOG_TAG "OpenGLRenderer" |
| |
| #include <math.h> |
| |
| #include "Blur.h" |
| |
| namespace android { |
| namespace uirenderer { |
| |
| void Blur::generateGaussianWeights(float* weights, int32_t radius) { |
| // Compute gaussian weights for the blur |
| // e is the euler's number |
| static float e = 2.718281828459045f; |
| static float pi = 3.1415926535897932f; |
| // g(x) = ( 1 / sqrt( 2 * pi ) * sigma) * e ^ ( -x^2 / 2 * sigma^2 ) |
| // x is of the form [-radius .. 0 .. radius] |
| // and sigma varies with radius. |
| // Based on some experimental radius values and sigma's |
| // we approximately fit sigma = f(radius) as |
| // sigma = radius * 0.3 + 0.6 |
| // The larger the radius gets, the more our gaussian blur |
| // will resemble a box blur since with large sigma |
| // the gaussian curve begins to lose its shape |
| float sigma = 0.3f * (float) radius + 0.6f; |
| |
| // Now compute the coefficints |
| // We will store some redundant values to save some math during |
| // the blur calculations |
| // precompute some values |
| float coeff1 = 1.0f / (sqrt(2.0f * pi) * sigma); |
| float coeff2 = - 1.0f / (2.0f * sigma * sigma); |
| |
| float normalizeFactor = 0.0f; |
| for (int32_t r = -radius; r <= radius; r ++) { |
| float floatR = (float) r; |
| weights[r + radius] = coeff1 * pow(e, floatR * floatR * coeff2); |
| normalizeFactor += weights[r + radius]; |
| } |
| |
| //Now we need to normalize the weights because all our coefficients need to add up to one |
| normalizeFactor = 1.0f / normalizeFactor; |
| for (int32_t r = -radius; r <= radius; r ++) { |
| weights[r + radius] *= normalizeFactor; |
| } |
| } |
| |
| void Blur::horizontal(float* weights, int32_t radius, |
| const uint8_t* source, uint8_t* dest, int32_t width, int32_t height) { |
| float blurredPixel = 0.0f; |
| float currentPixel = 0.0f; |
| |
| for (int32_t y = 0; y < height; y ++) { |
| |
| const uint8_t* input = source + y * width; |
| uint8_t* output = dest + y * width; |
| |
| for (int32_t x = 0; x < width; x ++) { |
| blurredPixel = 0.0f; |
| const float* gPtr = weights; |
| // Optimization for non-border pixels |
| if (x > radius && x < (width - radius)) { |
| const uint8_t *i = input + (x - radius); |
| for (int r = -radius; r <= radius; r ++) { |
| currentPixel = (float) (*i); |
| blurredPixel += currentPixel * gPtr[0]; |
| gPtr++; |
| i++; |
| } |
| } else { |
| for (int32_t r = -radius; r <= radius; r ++) { |
| // Stepping left and right away from the pixel |
| int validW = x + r; |
| if (validW < 0) { |
| validW = 0; |
| } |
| if (validW > width - 1) { |
| validW = width - 1; |
| } |
| |
| currentPixel = (float) input[validW]; |
| blurredPixel += currentPixel * gPtr[0]; |
| gPtr++; |
| } |
| } |
| *output = (uint8_t)blurredPixel; |
| output ++; |
| } |
| } |
| } |
| |
| void Blur::vertical(float* weights, int32_t radius, |
| const uint8_t* source, uint8_t* dest, int32_t width, int32_t height) { |
| float blurredPixel = 0.0f; |
| float currentPixel = 0.0f; |
| |
| for (int32_t y = 0; y < height; y ++) { |
| uint8_t* output = dest + y * width; |
| |
| for (int32_t x = 0; x < width; x ++) { |
| blurredPixel = 0.0f; |
| const float* gPtr = weights; |
| const uint8_t* input = source + x; |
| // Optimization for non-border pixels |
| if (y > radius && y < (height - radius)) { |
| const uint8_t *i = input + ((y - radius) * width); |
| for (int32_t r = -radius; r <= radius; r ++) { |
| currentPixel = (float) (*i); |
| blurredPixel += currentPixel * gPtr[0]; |
| gPtr++; |
| i += width; |
| } |
| } else { |
| for (int32_t r = -radius; r <= radius; r ++) { |
| int validH = y + r; |
| // Clamp to zero and width |
| if (validH < 0) { |
| validH = 0; |
| } |
| if (validH > height - 1) { |
| validH = height - 1; |
| } |
| |
| const uint8_t *i = input + validH * width; |
| currentPixel = (float) (*i); |
| blurredPixel += currentPixel * gPtr[0]; |
| gPtr++; |
| } |
| } |
| *output = (uint8_t) blurredPixel; |
| output++; |
| } |
| } |
| } |
| |
| }; // namespace uirenderer |
| }; // namespace android |