611 строки
16 KiB
JavaScript
611 строки
16 KiB
JavaScript
/*
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StackBlur - a fast almost Gaussian Blur For Canvas
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Version: 0.5
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Author: Mario Klingemann
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Contact: mario@quasimondo.com
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Website: http://www.quasimondo.com/StackBlurForCanvas
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Twitter: @quasimondo
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In case you find this class useful - especially in commercial projects -
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I am not totally unhappy for a small donation to my PayPal account
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mario@quasimondo.de
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Or support me on flattr:
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https://flattr.com/thing/72791/StackBlur-a-fast-almost-Gaussian-Blur-Effect-for-CanvasJavascript
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Copyright (c) 2010 Mario Klingemann
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Permission is hereby granted, free of charge, to any person
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obtaining a copy of this software and associated documentation
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files (the "Software"), to deal in the Software without
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restriction, including without limitation the rights to use,
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copy, modify, merge, publish, distribute, sublicense, and/or sell
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copies of the Software, and to permit persons to whom the
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Software is furnished to do so, subject to the following
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conditions:
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The above copyright notice and this permission notice shall be
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included in all copies or substantial portions of the Software.
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THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,
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EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES
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OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND
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NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT
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HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY,
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WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
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FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR
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OTHER DEALINGS IN THE SOFTWARE.
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*/
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var mul_table = [
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512,512,456,512,328,456,335,512,405,328,271,456,388,335,292,512,
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454,405,364,328,298,271,496,456,420,388,360,335,312,292,273,512,
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482,454,428,405,383,364,345,328,312,298,284,271,259,496,475,456,
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437,420,404,388,374,360,347,335,323,312,302,292,282,273,265,512,
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497,482,468,454,441,428,417,405,394,383,373,364,354,345,337,328,
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320,312,305,298,291,284,278,271,265,259,507,496,485,475,465,456,
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446,437,428,420,412,404,396,388,381,374,367,360,354,347,341,335,
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329,323,318,312,307,302,297,292,287,282,278,273,269,265,261,512,
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505,497,489,482,475,468,461,454,447,441,435,428,422,417,411,405,
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399,394,389,383,378,373,368,364,359,354,350,345,341,337,332,328,
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324,320,316,312,309,305,301,298,294,291,287,284,281,278,274,271,
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268,265,262,259,257,507,501,496,491,485,480,475,470,465,460,456,
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451,446,442,437,433,428,424,420,416,412,408,404,400,396,392,388,
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385,381,377,374,370,367,363,360,357,354,350,347,344,341,338,335,
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332,329,326,323,320,318,315,312,310,307,304,302,299,297,294,292,
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289,287,285,282,280,278,275,273,271,269,267,265,263,261,259];
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var shg_table = [
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9, 11, 12, 13, 13, 14, 14, 15, 15, 15, 15, 16, 16, 16, 16, 17,
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17, 17, 17, 17, 17, 17, 18, 18, 18, 18, 18, 18, 18, 18, 18, 19,
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19, 19, 19, 19, 19, 19, 19, 19, 19, 19, 19, 19, 19, 20, 20, 20,
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20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 21,
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21, 21, 21, 21, 21, 21, 21, 21, 21, 21, 21, 21, 21, 21, 21, 21,
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21, 21, 21, 21, 21, 21, 21, 21, 21, 21, 22, 22, 22, 22, 22, 22,
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22, 22, 22, 22, 22, 22, 22, 22, 22, 22, 22, 22, 22, 22, 22, 22,
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22, 22, 22, 22, 22, 22, 22, 22, 22, 22, 22, 22, 22, 22, 22, 23,
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23, 23, 23, 23, 23, 23, 23, 23, 23, 23, 23, 23, 23, 23, 23, 23,
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23, 23, 23, 23, 23, 23, 23, 23, 23, 23, 23, 23, 23, 23, 23, 23,
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23, 23, 23, 23, 23, 23, 23, 23, 23, 23, 23, 23, 23, 23, 23, 23,
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23, 23, 23, 23, 23, 24, 24, 24, 24, 24, 24, 24, 24, 24, 24, 24,
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24, 24, 24, 24, 24, 24, 24, 24, 24, 24, 24, 24, 24, 24, 24, 24,
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24, 24, 24, 24, 24, 24, 24, 24, 24, 24, 24, 24, 24, 24, 24, 24,
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24, 24, 24, 24, 24, 24, 24, 24, 24, 24, 24, 24, 24, 24, 24, 24,
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24, 24, 24, 24, 24, 24, 24, 24, 24, 24, 24, 24, 24, 24, 24 ];
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function stackBlurImage( imageID, canvasID, radius, blurAlphaChannel )
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{
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var img = document.getElementById( imageID );
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var w = img.naturalWidth;
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var h = img.naturalHeight;
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var canvas = document.getElementById( canvasID );
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canvas.style.width = w + "px";
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canvas.style.height = h + "px";
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canvas.width = w;
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canvas.height = h;
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var context = canvas.getContext("2d");
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context.clearRect( 0, 0, w, h );
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context.drawImage( img, 0, 0 );
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if ( isNaN(radius) || radius < 1 ) return;
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if ( blurAlphaChannel )
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stackBlurCanvasRGBA( canvasID, 0, 0, w, h, radius );
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else
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stackBlurCanvasRGB( canvasID, 0, 0, w, h, radius );
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}
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function stackBlurCanvasRGBA( id, top_x, top_y, width, height, radius )
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{
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if ( isNaN(radius) || radius < 1 ) return;
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radius |= 0;
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var canvas = document.getElementById( id );
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var context = canvas.getContext("2d");
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var imageData;
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try {
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try {
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imageData = context.getImageData( top_x, top_y, width, height );
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} catch(e) {
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// NOTE: this part is supposedly only needed if you want to work with local files
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// so it might be okay to remove the whole try/catch block and just use
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// imageData = context.getImageData( top_x, top_y, width, height );
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try {
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netscape.security.PrivilegeManager.enablePrivilege("UniversalBrowserRead");
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imageData = context.getImageData( top_x, top_y, width, height );
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} catch(e) {
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alert("Cannot access local image");
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throw new Error("unable to access local image data: " + e);
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return;
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}
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}
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} catch(e) {
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alert("Cannot access image");
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throw new Error("unable to access image data: " + e);
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}
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var pixels = imageData.data;
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var x, y, i, p, yp, yi, yw, r_sum, g_sum, b_sum, a_sum,
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r_out_sum, g_out_sum, b_out_sum, a_out_sum,
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r_in_sum, g_in_sum, b_in_sum, a_in_sum,
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pr, pg, pb, pa, rbs;
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var div = radius + radius + 1;
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var w4 = width << 2;
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var widthMinus1 = width - 1;
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var heightMinus1 = height - 1;
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var radiusPlus1 = radius + 1;
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var sumFactor = radiusPlus1 * ( radiusPlus1 + 1 ) / 2;
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var stackStart = new BlurStack();
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var stack = stackStart;
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for ( i = 1; i < div; i++ )
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{
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stack = stack.next = new BlurStack();
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if ( i == radiusPlus1 ) var stackEnd = stack;
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}
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stack.next = stackStart;
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var stackIn = null;
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var stackOut = null;
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yw = yi = 0;
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var mul_sum = mul_table[radius];
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var shg_sum = shg_table[radius];
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for ( y = 0; y < height; y++ )
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{
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r_in_sum = g_in_sum = b_in_sum = a_in_sum = r_sum = g_sum = b_sum = a_sum = 0;
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r_out_sum = radiusPlus1 * ( pr = pixels[yi] );
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g_out_sum = radiusPlus1 * ( pg = pixels[yi+1] );
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b_out_sum = radiusPlus1 * ( pb = pixels[yi+2] );
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a_out_sum = radiusPlus1 * ( pa = pixels[yi+3] );
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r_sum += sumFactor * pr;
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g_sum += sumFactor * pg;
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b_sum += sumFactor * pb;
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a_sum += sumFactor * pa;
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stack = stackStart;
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for( i = 0; i < radiusPlus1; i++ )
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{
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stack.r = pr;
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stack.g = pg;
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stack.b = pb;
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stack.a = pa;
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stack = stack.next;
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}
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for( i = 1; i < radiusPlus1; i++ )
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{
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p = yi + (( widthMinus1 < i ? widthMinus1 : i ) << 2 );
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r_sum += ( stack.r = ( pr = pixels[p])) * ( rbs = radiusPlus1 - i );
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g_sum += ( stack.g = ( pg = pixels[p+1])) * rbs;
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b_sum += ( stack.b = ( pb = pixels[p+2])) * rbs;
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a_sum += ( stack.a = ( pa = pixels[p+3])) * rbs;
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r_in_sum += pr;
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g_in_sum += pg;
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b_in_sum += pb;
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a_in_sum += pa;
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stack = stack.next;
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}
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stackIn = stackStart;
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stackOut = stackEnd;
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for ( x = 0; x < width; x++ )
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{
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pixels[yi+3] = pa = (a_sum * mul_sum) >> shg_sum;
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if ( pa != 0 )
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{
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pa = 255 / pa;
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pixels[yi] = ((r_sum * mul_sum) >> shg_sum) * pa;
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pixels[yi+1] = ((g_sum * mul_sum) >> shg_sum) * pa;
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pixels[yi+2] = ((b_sum * mul_sum) >> shg_sum) * pa;
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} else {
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pixels[yi] = pixels[yi+1] = pixels[yi+2] = 0;
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}
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r_sum -= r_out_sum;
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g_sum -= g_out_sum;
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b_sum -= b_out_sum;
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a_sum -= a_out_sum;
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r_out_sum -= stackIn.r;
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g_out_sum -= stackIn.g;
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b_out_sum -= stackIn.b;
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a_out_sum -= stackIn.a;
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p = ( yw + ( ( p = x + radius + 1 ) < widthMinus1 ? p : widthMinus1 ) ) << 2;
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r_in_sum += ( stackIn.r = pixels[p]);
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g_in_sum += ( stackIn.g = pixels[p+1]);
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b_in_sum += ( stackIn.b = pixels[p+2]);
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a_in_sum += ( stackIn.a = pixels[p+3]);
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r_sum += r_in_sum;
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g_sum += g_in_sum;
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b_sum += b_in_sum;
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a_sum += a_in_sum;
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stackIn = stackIn.next;
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r_out_sum += ( pr = stackOut.r );
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g_out_sum += ( pg = stackOut.g );
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b_out_sum += ( pb = stackOut.b );
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a_out_sum += ( pa = stackOut.a );
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r_in_sum -= pr;
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g_in_sum -= pg;
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b_in_sum -= pb;
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a_in_sum -= pa;
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stackOut = stackOut.next;
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yi += 4;
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}
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yw += width;
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}
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for ( x = 0; x < width; x++ )
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{
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g_in_sum = b_in_sum = a_in_sum = r_in_sum = g_sum = b_sum = a_sum = r_sum = 0;
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yi = x << 2;
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r_out_sum = radiusPlus1 * ( pr = pixels[yi]);
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g_out_sum = radiusPlus1 * ( pg = pixels[yi+1]);
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b_out_sum = radiusPlus1 * ( pb = pixels[yi+2]);
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a_out_sum = radiusPlus1 * ( pa = pixels[yi+3]);
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r_sum += sumFactor * pr;
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g_sum += sumFactor * pg;
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b_sum += sumFactor * pb;
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a_sum += sumFactor * pa;
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stack = stackStart;
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for( i = 0; i < radiusPlus1; i++ )
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{
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stack.r = pr;
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stack.g = pg;
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stack.b = pb;
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stack.a = pa;
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stack = stack.next;
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}
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yp = width;
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for( i = 1; i <= radius; i++ )
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{
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yi = ( yp + x ) << 2;
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r_sum += ( stack.r = ( pr = pixels[yi])) * ( rbs = radiusPlus1 - i );
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g_sum += ( stack.g = ( pg = pixels[yi+1])) * rbs;
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b_sum += ( stack.b = ( pb = pixels[yi+2])) * rbs;
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a_sum += ( stack.a = ( pa = pixels[yi+3])) * rbs;
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r_in_sum += pr;
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g_in_sum += pg;
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b_in_sum += pb;
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a_in_sum += pa;
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stack = stack.next;
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if( i < heightMinus1 )
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{
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yp += width;
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}
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}
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yi = x;
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stackIn = stackStart;
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stackOut = stackEnd;
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for ( y = 0; y < height; y++ )
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{
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p = yi << 2;
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pixels[p+3] = pa = (a_sum * mul_sum) >> shg_sum;
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if ( pa > 0 )
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{
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pa = 255 / pa;
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pixels[p] = ((r_sum * mul_sum) >> shg_sum ) * pa;
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pixels[p+1] = ((g_sum * mul_sum) >> shg_sum ) * pa;
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pixels[p+2] = ((b_sum * mul_sum) >> shg_sum ) * pa;
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} else {
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pixels[p] = pixels[p+1] = pixels[p+2] = 0;
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}
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r_sum -= r_out_sum;
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g_sum -= g_out_sum;
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b_sum -= b_out_sum;
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a_sum -= a_out_sum;
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r_out_sum -= stackIn.r;
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g_out_sum -= stackIn.g;
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b_out_sum -= stackIn.b;
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a_out_sum -= stackIn.a;
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p = ( x + (( ( p = y + radiusPlus1) < heightMinus1 ? p : heightMinus1 ) * width )) << 2;
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r_sum += ( r_in_sum += ( stackIn.r = pixels[p]));
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g_sum += ( g_in_sum += ( stackIn.g = pixels[p+1]));
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b_sum += ( b_in_sum += ( stackIn.b = pixels[p+2]));
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a_sum += ( a_in_sum += ( stackIn.a = pixels[p+3]));
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stackIn = stackIn.next;
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r_out_sum += ( pr = stackOut.r );
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g_out_sum += ( pg = stackOut.g );
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b_out_sum += ( pb = stackOut.b );
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a_out_sum += ( pa = stackOut.a );
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r_in_sum -= pr;
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g_in_sum -= pg;
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b_in_sum -= pb;
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a_in_sum -= pa;
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stackOut = stackOut.next;
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yi += width;
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}
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}
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context.putImageData( imageData, top_x, top_y );
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}
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function stackBlurCanvasRGB( id, top_x, top_y, width, height, radius )
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{
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if ( isNaN(radius) || radius < 1 ) return;
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radius |= 0;
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var canvas = document.getElementById( id );
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var context = canvas.getContext("2d");
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var imageData;
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try {
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try {
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imageData = context.getImageData( top_x, top_y, width, height );
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} catch(e) {
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// NOTE: this part is supposedly only needed if you want to work with local files
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// so it might be okay to remove the whole try/catch block and just use
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// imageData = context.getImageData( top_x, top_y, width, height );
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try {
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netscape.security.PrivilegeManager.enablePrivilege("UniversalBrowserRead");
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imageData = context.getImageData( top_x, top_y, width, height );
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} catch(e) {
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alert("Cannot access local image");
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throw new Error("unable to access local image data: " + e);
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return;
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}
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}
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} catch(e) {
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alert("Cannot access image");
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throw new Error("unable to access image data: " + e);
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}
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var pixels = imageData.data;
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var x, y, i, p, yp, yi, yw, r_sum, g_sum, b_sum,
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r_out_sum, g_out_sum, b_out_sum,
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r_in_sum, g_in_sum, b_in_sum,
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pr, pg, pb, rbs;
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var div = radius + radius + 1;
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var w4 = width << 2;
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var widthMinus1 = width - 1;
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var heightMinus1 = height - 1;
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var radiusPlus1 = radius + 1;
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var sumFactor = radiusPlus1 * ( radiusPlus1 + 1 ) / 2;
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var stackStart = new BlurStack();
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var stack = stackStart;
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for ( i = 1; i < div; i++ )
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{
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stack = stack.next = new BlurStack();
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if ( i == radiusPlus1 ) var stackEnd = stack;
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}
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stack.next = stackStart;
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var stackIn = null;
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var stackOut = null;
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yw = yi = 0;
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var mul_sum = mul_table[radius];
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var shg_sum = shg_table[radius];
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for ( y = 0; y < height; y++ )
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{
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r_in_sum = g_in_sum = b_in_sum = r_sum = g_sum = b_sum = 0;
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r_out_sum = radiusPlus1 * ( pr = pixels[yi] );
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g_out_sum = radiusPlus1 * ( pg = pixels[yi+1] );
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b_out_sum = radiusPlus1 * ( pb = pixels[yi+2] );
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r_sum += sumFactor * pr;
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g_sum += sumFactor * pg;
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b_sum += sumFactor * pb;
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stack = stackStart;
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for( i = 0; i < radiusPlus1; i++ )
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{
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stack.r = pr;
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stack.g = pg;
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stack.b = pb;
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stack = stack.next;
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}
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for( i = 1; i < radiusPlus1; i++ )
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{
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p = yi + (( widthMinus1 < i ? widthMinus1 : i ) << 2 );
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r_sum += ( stack.r = ( pr = pixels[p])) * ( rbs = radiusPlus1 - i );
|
|
g_sum += ( stack.g = ( pg = pixels[p+1])) * rbs;
|
|
b_sum += ( stack.b = ( pb = pixels[p+2])) * rbs;
|
|
|
|
r_in_sum += pr;
|
|
g_in_sum += pg;
|
|
b_in_sum += pb;
|
|
|
|
stack = stack.next;
|
|
}
|
|
|
|
|
|
stackIn = stackStart;
|
|
stackOut = stackEnd;
|
|
for ( x = 0; x < width; x++ )
|
|
{
|
|
pixels[yi] = (r_sum * mul_sum) >> shg_sum;
|
|
pixels[yi+1] = (g_sum * mul_sum) >> shg_sum;
|
|
pixels[yi+2] = (b_sum * mul_sum) >> shg_sum;
|
|
|
|
r_sum -= r_out_sum;
|
|
g_sum -= g_out_sum;
|
|
b_sum -= b_out_sum;
|
|
|
|
r_out_sum -= stackIn.r;
|
|
g_out_sum -= stackIn.g;
|
|
b_out_sum -= stackIn.b;
|
|
|
|
p = ( yw + ( ( p = x + radius + 1 ) < widthMinus1 ? p : widthMinus1 ) ) << 2;
|
|
|
|
r_in_sum += ( stackIn.r = pixels[p]);
|
|
g_in_sum += ( stackIn.g = pixels[p+1]);
|
|
b_in_sum += ( stackIn.b = pixels[p+2]);
|
|
|
|
r_sum += r_in_sum;
|
|
g_sum += g_in_sum;
|
|
b_sum += b_in_sum;
|
|
|
|
stackIn = stackIn.next;
|
|
|
|
r_out_sum += ( pr = stackOut.r );
|
|
g_out_sum += ( pg = stackOut.g );
|
|
b_out_sum += ( pb = stackOut.b );
|
|
|
|
r_in_sum -= pr;
|
|
g_in_sum -= pg;
|
|
b_in_sum -= pb;
|
|
|
|
stackOut = stackOut.next;
|
|
|
|
yi += 4;
|
|
}
|
|
yw += width;
|
|
}
|
|
|
|
|
|
for ( x = 0; x < width; x++ )
|
|
{
|
|
g_in_sum = b_in_sum = r_in_sum = g_sum = b_sum = r_sum = 0;
|
|
|
|
yi = x << 2;
|
|
r_out_sum = radiusPlus1 * ( pr = pixels[yi]);
|
|
g_out_sum = radiusPlus1 * ( pg = pixels[yi+1]);
|
|
b_out_sum = radiusPlus1 * ( pb = pixels[yi+2]);
|
|
|
|
r_sum += sumFactor * pr;
|
|
g_sum += sumFactor * pg;
|
|
b_sum += sumFactor * pb;
|
|
|
|
stack = stackStart;
|
|
|
|
for( i = 0; i < radiusPlus1; i++ )
|
|
{
|
|
stack.r = pr;
|
|
stack.g = pg;
|
|
stack.b = pb;
|
|
stack = stack.next;
|
|
}
|
|
|
|
yp = width;
|
|
|
|
for( i = 1; i <= radius; i++ )
|
|
{
|
|
yi = ( yp + x ) << 2;
|
|
|
|
r_sum += ( stack.r = ( pr = pixels[yi])) * ( rbs = radiusPlus1 - i );
|
|
g_sum += ( stack.g = ( pg = pixels[yi+1])) * rbs;
|
|
b_sum += ( stack.b = ( pb = pixels[yi+2])) * rbs;
|
|
|
|
r_in_sum += pr;
|
|
g_in_sum += pg;
|
|
b_in_sum += pb;
|
|
|
|
stack = stack.next;
|
|
|
|
if( i < heightMinus1 )
|
|
{
|
|
yp += width;
|
|
}
|
|
}
|
|
|
|
yi = x;
|
|
stackIn = stackStart;
|
|
stackOut = stackEnd;
|
|
for ( y = 0; y < height; y++ )
|
|
{
|
|
p = yi << 2;
|
|
pixels[p] = (r_sum * mul_sum) >> shg_sum;
|
|
pixels[p+1] = (g_sum * mul_sum) >> shg_sum;
|
|
pixels[p+2] = (b_sum * mul_sum) >> shg_sum;
|
|
|
|
r_sum -= r_out_sum;
|
|
g_sum -= g_out_sum;
|
|
b_sum -= b_out_sum;
|
|
|
|
r_out_sum -= stackIn.r;
|
|
g_out_sum -= stackIn.g;
|
|
b_out_sum -= stackIn.b;
|
|
|
|
p = ( x + (( ( p = y + radiusPlus1) < heightMinus1 ? p : heightMinus1 ) * width )) << 2;
|
|
|
|
r_sum += ( r_in_sum += ( stackIn.r = pixels[p]));
|
|
g_sum += ( g_in_sum += ( stackIn.g = pixels[p+1]));
|
|
b_sum += ( b_in_sum += ( stackIn.b = pixels[p+2]));
|
|
|
|
stackIn = stackIn.next;
|
|
|
|
r_out_sum += ( pr = stackOut.r );
|
|
g_out_sum += ( pg = stackOut.g );
|
|
b_out_sum += ( pb = stackOut.b );
|
|
|
|
r_in_sum -= pr;
|
|
g_in_sum -= pg;
|
|
b_in_sum -= pb;
|
|
|
|
stackOut = stackOut.next;
|
|
|
|
yi += width;
|
|
}
|
|
}
|
|
|
|
context.putImageData( imageData, top_x, top_y );
|
|
|
|
}
|
|
|
|
function BlurStack()
|
|
{
|
|
this.r = 0;
|
|
this.g = 0;
|
|
this.b = 0;
|
|
this.a = 0;
|
|
this.next = null;
|
|
} |