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Removed unsed blurring code
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@@ -74,91 +74,6 @@
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};
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var _BlurX = function(src,dst,opt){
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var srcPixels = src.data,
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dstPixels = dst.data,
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xSize = src.width,
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ySize = src.height,
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i, m, x, y, k, tmp, r=0,g=0,b=0,a=0;
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var kSize = opt.blurWidth || 5,
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kMid = Math.floor(kSize/2);
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var xEnd = xSize - kMid;
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for (y = 0; y < ySize; y += 1) {
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// Let's pretend we have a row of pixels with values: [1,2,3,4,5,6,7,8]
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// To blur them, we need to compute a moving average as we move across it
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// Let's say the moving average will have 5 elements in it, that means
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// we need a buffer of 5 elements but we're summing them everytime so
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// we'll just store the sum.
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// To start we add everything before the (5/2)=2.5, 2nd element
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// Then we add the 3rd element
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// 12345 12345 12345 12345 12345
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// 123 1234 12345 2345 345
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// 6 6A 6AF 6AFE 6AFEC
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r=0;g=0;b=0;a=0;
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for (x=0; x<kMid; x+=1 ){
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// Add the new
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i = (y * xSize + x ) * 4;
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r += srcPixels[i+0];
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g += srcPixels[i+1];
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b += srcPixels[i+2];
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a += srcPixels[i+3];
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}
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for (x=0, tmp=kMid; x<kMid; x+=1,tmp+=1 ){
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// Add the new
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i = (y * xSize + x+kMid ) * 4;
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r += srcPixels[i+0];
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g += srcPixels[i+1];
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b += srcPixels[i+2];
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a += srcPixels[i+3];
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// Store it
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i = (y * xSize + x) * 4;
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dstPixels[i+0] = r/kSize;
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dstPixels[i+1] = g/kSize;
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dstPixels[i+2] = b/kSize;
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dstPixels[i+3] = a/kSize;
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}
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for (x = kMid; x < xEnd; x += 1) {
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// Add the new
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i = (y * xSize + x+kMid ) * 4;
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r += srcPixels[i+0];
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g += srcPixels[i+1];
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b += srcPixels[i+2];
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a += srcPixels[i+3];
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// Subtract the old
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i = (y * xSize + x-kMid ) * 4;
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r -= srcPixels[i+0];
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g -= srcPixels[i+1];
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b -= srcPixels[i+2];
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a -= srcPixels[i+3];
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// Store the result
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i = (y * xSize + x) * 4;
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dstPixels[i+0] = r/kSize;
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dstPixels[i+1] = g/kSize;
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dstPixels[i+2] = b/kSize;
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dstPixels[i+3] = a/kSize;
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}
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for (x=xEnd; x<xSize; x+=1 ){
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// Subtract the old
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i = (y * xSize + x - kMid ) * 4;
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r -= srcPixels[i+0];
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g -= srcPixels[i+1];
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b -= srcPixels[i+2];
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a -= srcPixels[i+3];
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// Store it
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i = (y * xSize + x) * 4;
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dstPixels[i+0] = r/kSize;
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dstPixels[i+1] = g/kSize;
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dstPixels[i+2] = b/kSize;
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dstPixels[i+3] = a/kSize;
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}
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}
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};
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/**
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* BlurY Filter. Blurs the image in the Y direction (vertically). It
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* performs w*h pixel reads, and w*h pixel writes.
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@@ -224,81 +139,6 @@
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};
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var _BlurY = function(src,dst,opt){
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var srcPixels = src.data,
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dstPixels = dst.data,
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xSize = src.width,
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ySize = src.height,
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i, m, x, y, k, tmp, r=0,g=0,b=0,a=0;
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var kSize = opt.blurHeight || 5,
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kMid = Math.floor(kSize/2);
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var yEnd = ySize - kMid;
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for (x = 0; x < xSize; x += 1) {
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r=0;g=0;b=0;a=0;
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for (y=0; y<kMid; y+=1 ){
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// Add the new
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i = (y * xSize + x ) * 4;
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r += srcPixels[i+0];
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g += srcPixels[i+1];
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b += srcPixels[i+2];
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a += srcPixels[i+3];
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}
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for (y=0, tmp=kMid; y<kMid; y+=1,tmp+=1 ){
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// Add the new
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i = ((y+kMid) * xSize + x ) * 4;
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r += srcPixels[i+0];
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g += srcPixels[i+1];
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b += srcPixels[i+2];
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a += srcPixels[i+3];
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// Store it
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i = (y * xSize + x) * 4;
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dstPixels[i+0] = r/kSize;
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dstPixels[i+1] = g/kSize;
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dstPixels[i+2] = b/kSize;
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dstPixels[i+3] = a/kSize;
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}
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for (y = kMid; y < yEnd; y += 1) {
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// Add the new
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i = ((y+kMid) * xSize + x ) * 4;
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r += srcPixels[i+0];
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g += srcPixels[i+1];
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b += srcPixels[i+2];
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a += srcPixels[i+3];
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// Subtract the old
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i = ((y-kMid) * xSize + x ) * 4;
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r -= srcPixels[i+0];
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g -= srcPixels[i+1];
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b -= srcPixels[i+2];
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a -= srcPixels[i+3];
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// Store the result
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i = (y * xSize + x) * 4;
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dstPixels[i+0] = r/kSize;
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dstPixels[i+1] = g/kSize;
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dstPixels[i+2] = b/kSize;
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dstPixels[i+3] = a/kSize;
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}
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for (y=yEnd; y<ySize; y+=1 ){
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// Subtract the old
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i = ((y-kMid) * xSize + x ) * 4;
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r -= srcPixels[i+0];
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g -= srcPixels[i+1];
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b -= srcPixels[i+2];
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a -= srcPixels[i+3];
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// Store it
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i = (y * xSize + x) * 4;
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dstPixels[i+0] = r/kSize;
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dstPixels[i+1] = g/kSize;
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dstPixels[i+2] = b/kSize;
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dstPixels[i+3] = a/kSize;
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}
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}
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};
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Kinetic.Filters.BlurX = Kinetic.Util._FilterWrapSingleBuffer(BlurX);
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Kinetic.Filters.BlurY = Kinetic.Util._FilterWrapSingleBuffer(BlurY);
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