1 /* 2 * Copyright (C) 2013 The Android Open Source Project 3 * 4 * Licensed under the Apache License, Version 2.0 (the "License"); 5 * you may not use this file except in compliance with the License. 6 * You may obtain a copy of the License at 7 * 8 * http://www.apache.org/licenses/LICENSE-2.0 9 * 10 * Unless required by applicable law or agreed to in writing, software 11 * distributed under the License is distributed on an "AS IS" BASIS, 12 * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. 13 * See the License for the specific language governing permissions and 14 * limitations under the License. 15 */ 16 17 #define LOG_TAG "OpenGLRenderer" 18 19 #include <math.h> 20 21 #include "Blur.h" 22 23 namespace android { 24 namespace uirenderer { 25 26 void Blur::generateGaussianWeights(float* weights, int32_t radius) { 27 // Compute gaussian weights for the blur 28 // e is the euler's number 29 static float e = 2.718281828459045f; 30 static float pi = 3.1415926535897932f; 31 // g(x) = ( 1 / sqrt( 2 * pi ) * sigma) * e ^ ( -x^2 / 2 * sigma^2 ) 32 // x is of the form [-radius .. 0 .. radius] 33 // and sigma varies with radius. 34 // Based on some experimental radius values and sigma's 35 // we approximately fit sigma = f(radius) as 36 // sigma = radius * 0.3 + 0.6 37 // The larger the radius gets, the more our gaussian blur 38 // will resemble a box blur since with large sigma 39 // the gaussian curve begins to lose its shape 40 float sigma = 0.3f * (float) radius + 0.6f; 41 42 // Now compute the coefficints 43 // We will store some redundant values to save some math during 44 // the blur calculations 45 // precompute some values 46 float coeff1 = 1.0f / (sqrt(2.0f * pi) * sigma); 47 float coeff2 = - 1.0f / (2.0f * sigma * sigma); 48 49 float normalizeFactor = 0.0f; 50 for (int32_t r = -radius; r <= radius; r ++) { 51 float floatR = (float) r; 52 weights[r + radius] = coeff1 * pow(e, floatR * floatR * coeff2); 53 normalizeFactor += weights[r + radius]; 54 } 55 56 //Now we need to normalize the weights because all our coefficients need to add up to one 57 normalizeFactor = 1.0f / normalizeFactor; 58 for (int32_t r = -radius; r <= radius; r ++) { 59 weights[r + radius] *= normalizeFactor; 60 } 61 } 62 63 void Blur::horizontal(float* weights, int32_t radius, 64 const uint8_t* source, uint8_t* dest, int32_t width, int32_t height) { 65 float blurredPixel = 0.0f; 66 float currentPixel = 0.0f; 67 68 for (int32_t y = 0; y < height; y ++) { 69 70 const uint8_t* input = source + y * width; 71 uint8_t* output = dest + y * width; 72 73 for (int32_t x = 0; x < width; x ++) { 74 blurredPixel = 0.0f; 75 const float* gPtr = weights; 76 // Optimization for non-border pixels 77 if (x > radius && x < (width - radius)) { 78 const uint8_t *i = input + (x - radius); 79 for (int r = -radius; r <= radius; r ++) { 80 currentPixel = (float) (*i); 81 blurredPixel += currentPixel * gPtr[0]; 82 gPtr++; 83 i++; 84 } 85 } else { 86 for (int32_t r = -radius; r <= radius; r ++) { 87 // Stepping left and right away from the pixel 88 int validW = x + r; 89 if (validW < 0) { 90 validW = 0; 91 } 92 if (validW > width - 1) { 93 validW = width - 1; 94 } 95 96 currentPixel = (float) input[validW]; 97 blurredPixel += currentPixel * gPtr[0]; 98 gPtr++; 99 } 100 } 101 *output = (uint8_t)blurredPixel; 102 output ++; 103 } 104 } 105 } 106 107 void Blur::vertical(float* weights, int32_t radius, 108 const uint8_t* source, uint8_t* dest, int32_t width, int32_t height) { 109 float blurredPixel = 0.0f; 110 float currentPixel = 0.0f; 111 112 for (int32_t y = 0; y < height; y ++) { 113 uint8_t* output = dest + y * width; 114 115 for (int32_t x = 0; x < width; x ++) { 116 blurredPixel = 0.0f; 117 const float* gPtr = weights; 118 const uint8_t* input = source + x; 119 // Optimization for non-border pixels 120 if (y > radius && y < (height - radius)) { 121 const uint8_t *i = input + ((y - radius) * width); 122 for (int32_t r = -radius; r <= radius; r ++) { 123 currentPixel = (float) (*i); 124 blurredPixel += currentPixel * gPtr[0]; 125 gPtr++; 126 i += width; 127 } 128 } else { 129 for (int32_t r = -radius; r <= radius; r ++) { 130 int validH = y + r; 131 // Clamp to zero and width 132 if (validH < 0) { 133 validH = 0; 134 } 135 if (validH > height - 1) { 136 validH = height - 1; 137 } 138 139 const uint8_t *i = input + validH * width; 140 currentPixel = (float) (*i); 141 blurredPixel += currentPixel * gPtr[0]; 142 gPtr++; 143 } 144 } 145 *output = (uint8_t) blurredPixel; 146 output++; 147 } 148 } 149 } 150 151 }; // namespace uirenderer 152 }; // namespace android 153