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Diffstat (limited to 'libs/hwui/utils/Blur.cpp')
-rw-r--r-- | libs/hwui/utils/Blur.cpp | 152 |
1 files changed, 152 insertions, 0 deletions
diff --git a/libs/hwui/utils/Blur.cpp b/libs/hwui/utils/Blur.cpp new file mode 100644 index 0000000..85d90d0 --- /dev/null +++ b/libs/hwui/utils/Blur.cpp @@ -0,0 +1,152 @@ +/* + * 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 |