blob: 6af40122bf5f54ee2625ac5f58469c40f14a72bb [file] [log] [blame]
#pragma version(1)
#include "../../../../scriptc/rs_types.rsh"
#include "../../../../scriptc/rs_math.rsh"
#include "../../../../scriptc/rs_graphics.rsh"
#define MAX_RADIUS 25
int height;
int width;
int radius;
typedef struct c4u_s {
uint8_t r, g, b, a;
} c4u_t;
c4u_t * InPixel;
c4u_t * OutPixel;
c4u_t * ScratchPixel;
float inBlack;
float outBlack;
float inWhite;
float outWhite;
float gamma;
float saturation;
float inWMinInB;
float outWMinOutB;
#pragma rs export_var(height, width, radius, InPixel, OutPixel, ScratchPixel, inBlack, outBlack, inWhite, outWhite, gamma, saturation)
#pragma rs export_func(filter, processNoBlur, computeColorMatrix, computeGaussianWeights);
// Store our coefficients here
float gaussian[MAX_RADIUS * 2 + 1];
float colorMat[4][4];
void computeColorMatrix() {
// Saturation
// Linear weights
//float rWeight = 0.3086f;
//float gWeight = 0.6094f;
//float bWeight = 0.0820f;
// Gamma 2.2 weights (we haven't converted our image to linear space yet for perf reasons)
float rWeight = 0.299f;
float gWeight = 0.587f;
float bWeight = 0.114f;
float oneMinusS = 1.0f - saturation;
rsMatrixLoadIdentity((rs_matrix4x4 *)colorMat);
colorMat[0][0] = oneMinusS * rWeight + saturation;
colorMat[0][1] = oneMinusS * rWeight;
colorMat[0][2] = oneMinusS * rWeight;
colorMat[1][0] = oneMinusS * gWeight;
colorMat[1][1] = oneMinusS * gWeight + saturation;
colorMat[1][2] = oneMinusS * gWeight;
colorMat[2][0] = oneMinusS * bWeight;
colorMat[2][1] = oneMinusS * bWeight;
colorMat[2][2] = oneMinusS * bWeight + saturation;
inWMinInB = inWhite - inBlack;
outWMinOutB = outWhite - outBlack;
}
void computeGaussianWeights() {
// Compute gaussian weights for the blur
// e is the euler's number
float e = 2.718281828459045f;
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 * 0.4 + 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 = 0.4f * (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;
float floatR = 0.0f;
int r;
for(r = -radius; r <= radius; r ++) {
floatR = (float)r;
gaussian[r + radius] = coeff1 * pow(e, floatR * floatR * coeff2);
normalizeFactor += gaussian[r + radius];
}
//Now we need to normalize the weights because all our coefficients need to add up to one
normalizeFactor = 1.0f / normalizeFactor;
for(r = -radius; r <= radius; r ++) {
floatR = (float)r;
gaussian[r + radius] *= normalizeFactor;
}
}
// This needs to be inline
void levelsSaturation(float4 *currentPixel) {
// Color matrix multiply
float tempX = colorMat[0][0] * currentPixel->x + colorMat[1][0] * currentPixel->y + colorMat[2][0] * currentPixel->z;
float tempY = colorMat[0][1] * currentPixel->x + colorMat[1][1] * currentPixel->y + colorMat[2][1] * currentPixel->z;
float tempZ = colorMat[0][2] * currentPixel->x + colorMat[1][2] * currentPixel->y + colorMat[2][2] * currentPixel->z;
currentPixel->x = tempX;
currentPixel->y = tempY;
currentPixel->z = tempZ;
// Clamp to 0..255
// Inline the code here to avoid funciton calls
currentPixel->x = currentPixel->x > 255.0f ? 255.0f : currentPixel->x;
currentPixel->y = currentPixel->y > 255.0f ? 255.0f : currentPixel->y;
currentPixel->z = currentPixel->z > 255.0f ? 255.0f : currentPixel->z;
currentPixel->x = currentPixel->x <= 0.0f ? 0.1f : currentPixel->x;
currentPixel->y = currentPixel->y <= 0.0f ? 0.1f : currentPixel->y;
currentPixel->z = currentPixel->z <= 0.0f ? 0.1f : currentPixel->z;
currentPixel->x = pow( (currentPixel->x - inBlack) / (inWMinInB), gamma) * (outWMinOutB) + outBlack;
currentPixel->y = pow( (currentPixel->y - inBlack) / (inWMinInB), gamma) * (outWMinOutB) + outBlack;
currentPixel->z = pow( (currentPixel->z - inBlack) / (inWMinInB), gamma) * (outWMinOutB) + outBlack;
currentPixel->x = currentPixel->x > 255.0f ? 255.0f : currentPixel->x;
currentPixel->y = currentPixel->y > 255.0f ? 255.0f : currentPixel->y;
currentPixel->z = currentPixel->z > 255.0f ? 255.0f : currentPixel->z;
currentPixel->x = currentPixel->x <= 0.0f ? 0.1f : currentPixel->x;
currentPixel->y = currentPixel->y <= 0.0f ? 0.1f : currentPixel->y;
currentPixel->z = currentPixel->z <= 0.0f ? 0.1f : currentPixel->z;
}
void processNoBlur() {
int w, h, r;
int count = 0;
float inWMinInB = inWhite - inBlack;
float outWMinOutB = outWhite - outBlack;
float4 currentPixel = 0;
for(h = 0; h < height; h ++) {
for(w = 0; w < width; w ++) {
c4u_t *input = InPixel + h*width + w;
currentPixel.x = (float)(input->r);
currentPixel.y = (float)(input->g);
currentPixel.z = (float)(input->b);
levelsSaturation(&currentPixel);
c4u_t *output = OutPixel + h*width + w;
output->r = (uint8_t)currentPixel.x;
output->g = (uint8_t)currentPixel.y;
output->b = (uint8_t)currentPixel.z;
output->a = input->a;
}
}
rsSendToClient(&count, 1, 4, 0);
}
void horizontalBlur() {
float4 blurredPixel = 0;
float4 currentPixel = 0;
// Horizontal blur
int w, h, r;
for(h = 0; h < height; h ++) {
for(w = 0; w < width; w ++) {
blurredPixel = 0;
for(r = -radius; r <= radius; r ++) {
// Stepping left and right away from the pixel
int validW = w + r;
// Clamp to zero and width max() isn't exposed for ints yet
if(validW < 0) {
validW = 0;
}
if(validW > width - 1) {
validW = width - 1;
}
c4u_t *input = InPixel + h*width + validW;
float weight = gaussian[r + radius];
currentPixel.x = (float)(input->r);
currentPixel.y = (float)(input->g);
currentPixel.z = (float)(input->b);
//currentPixel.w = (float)(input->a);
blurredPixel += currentPixel*weight;
}
c4u_t *output = ScratchPixel + h*width + w;
output->r = (uint8_t)blurredPixel.x;
output->g = (uint8_t)blurredPixel.y;
output->b = (uint8_t)blurredPixel.z;
//output->a = (uint8_t)blurredPixel.w;
}
}
}
void horizontalBlurLevels() {
float4 blurredPixel = 0;
float4 currentPixel = 0;
// Horizontal blur
int w, h, r;
for(h = 0; h < height; h ++) {
for(w = 0; w < width; w ++) {
blurredPixel = 0;
for(r = -radius; r <= radius; r ++) {
// Stepping left and right away from the pixel
int validW = w + r;
// Clamp to zero and width max() isn't exposed for ints yet
if(validW < 0) {
validW = 0;
}
if(validW > width - 1) {
validW = width - 1;
}
c4u_t *input = InPixel + h*width + validW;
float weight = gaussian[r + radius];
currentPixel.x = (float)(input->r);
currentPixel.y = (float)(input->g);
currentPixel.z = (float)(input->b);
//currentPixel.w = (float)(input->a);
blurredPixel += currentPixel*weight;
}
levelsSaturation(&blurredPixel);
c4u_t *output = ScratchPixel + h*width + w;
output->r = (uint8_t)blurredPixel.x;
output->g = (uint8_t)blurredPixel.y;
output->b = (uint8_t)blurredPixel.z;
//output->a = (uint8_t)blurredPixel.w;
}
}
}
void verticalBlur() {
float4 blurredPixel = 0;
float4 currentPixel = 0;
// Vertical blur
int w, h, r;
for(h = 0; h < height; h ++) {
for(w = 0; w < width; w ++) {
blurredPixel = 0;
for(r = -radius; r <= radius; r ++) {
int validH = h + r;
// Clamp to zero and width
if(validH < 0) {
validH = 0;
}
if(validH > height - 1) {
validH = height - 1;
}
c4u_t *input = ScratchPixel + validH*width + w;
float weight = gaussian[r + radius];
currentPixel.x = (float)(input->r);
currentPixel.y = (float)(input->g);
currentPixel.z = (float)(input->b);
//currentPixel.w = (float)(input->a);
blurredPixel += currentPixel*weight;
}
c4u_t *output = OutPixel + h*width + w;
output->r = (uint8_t)blurredPixel.x;
output->g = (uint8_t)blurredPixel.y;
output->b = (uint8_t)blurredPixel.z;
//output->a = (uint8_t)blurredPixel.w;
}
}
}
void filter() {
RS_DEBUG(height);
RS_DEBUG(width);
RS_DEBUG(radius);
RS_DEBUG(inBlack);
RS_DEBUG(outBlack);
RS_DEBUG(inWhite);
RS_DEBUG(outWhite);
RS_DEBUG(gamma);
RS_DEBUG(saturation);
computeColorMatrix();
if(radius == 0) {
processNoBlur();
return;
}
computeGaussianWeights();
horizontalBlurLevels();
verticalBlur();
int count = 0;
rsSendToClient(&count, 1, 4, 0);
}
void filterBenchmark() {
computeGaussianWeights();
horizontalBlur();
verticalBlur();
int count = 0;
rsSendToClient(&count, 1, 4, 0);
}