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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 
generateGaussianWeights(float * weights,int32_t radius)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 
horizontal(float * weights,int32_t radius,const uint8_t * source,uint8_t * dest,int32_t width,int32_t height)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 
vertical(float * weights,int32_t radius,const uint8_t * source,uint8_t * dest,int32_t width,int32_t height)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