| #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(¤tPixel); |
| |
| 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); |
| } |
| |