|  | /* | 
|  | * 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. | 
|  | */ | 
|  |  | 
|  | #include <math.h> | 
|  |  | 
|  | #include "Blur.h" | 
|  | #include "MathUtils.h" | 
|  |  | 
|  | namespace android { | 
|  | namespace uirenderer { | 
|  |  | 
|  | // This constant approximates the scaling done in the software path's | 
|  | // "high quality" mode, in SkBlurMask::Blur() (1 / sqrt(3)). | 
|  | static const float BLUR_SIGMA_SCALE = 0.57735f; | 
|  |  | 
|  | float Blur::convertRadiusToSigma(float radius) { | 
|  | return radius > 0 ? BLUR_SIGMA_SCALE * radius + 0.5f : 0.0f; | 
|  | } | 
|  |  | 
|  | float Blur::convertSigmaToRadius(float sigma) { | 
|  | return sigma > 0.5f ? (sigma - 0.5f) / BLUR_SIGMA_SCALE : 0.0f; | 
|  | } | 
|  |  | 
|  | // if the original radius was on an integer boundary and the resulting radius | 
|  | // is within the conversion error tolerance then we attempt to snap to the | 
|  | // original integer boundary. | 
|  | uint32_t Blur::convertRadiusToInt(float radius) { | 
|  | const float radiusCeil = ceilf(radius); | 
|  | if (MathUtils::areEqual(radiusCeil, radius)) { | 
|  | return radiusCeil; | 
|  | } | 
|  | return radius; | 
|  | } | 
|  |  | 
|  | /** | 
|  | * HWUI has used a slightly different equation than Skia to generate the value | 
|  | * for sigma and to preserve compatibility we have kept that logic. | 
|  | * | 
|  | * Based on some experimental radius and sigma values we approximate the | 
|  | * equation 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. | 
|  | */ | 
|  | static float legacyConvertRadiusToSigma(float radius) { | 
|  | return radius > 0 ? 0.3f * radius + 0.6f : 0.0f; | 
|  | } | 
|  |  | 
|  | void Blur::generateGaussianWeights(float* weights, float radius) { | 
|  | int32_t intRadius = convertRadiusToInt(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. | 
|  | float sigma = legacyConvertRadiusToSigma(radius); | 
|  |  | 
|  | // 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 = -intRadius; r <= intRadius; r++) { | 
|  | float floatR = (float)r; | 
|  | weights[r + intRadius] = coeff1 * pow(e, floatR * floatR * coeff2); | 
|  | normalizeFactor += weights[r + intRadius]; | 
|  | } | 
|  |  | 
|  | // 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 = -intRadius; r <= intRadius; r++) { | 
|  | weights[r + intRadius] *= 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 |