#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); }