Added Gaussian Blur back, put QuickBlur in separate file

This commit is contained in:
ippo615 2013-12-04 19:03:20 -05:00
parent 21b0bb8574
commit a680d33c40
6 changed files with 733 additions and 231 deletions

View File

@ -39,6 +39,7 @@ module.exports = function(grunt) {
'src/filters/Brighten.js',
'src/filters/Invert.js',
'src/filters/Blur.js',
'src/filters/QuickBlur.js',
'src/filters/Mask.js',
'src/filters/ColorPack.js',
'src/filters/ConvolvePack.js',

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@ -1,225 +1,375 @@
(function () {
/*
the Gauss filter
master repo: https://github.com/pavelpower/kineticjsGaussFilter/
*/
(function() {
/*
StackBlur - a fast almost Gaussian Blur For Canvas
Version: 0.5
Author: Mario Klingemann
Contact: mario@quasimondo.com
Website: http://www.quasimondo.com/StackBlurForCanvas
Twitter: @quasimondo
In case you find this class useful - especially in commercial projects -
I am not totally unhappy for a small donation to my PayPal account
mario@quasimondo.de
Or support me on flattr:
https://flattr.com/thing/72791/StackBlur-a-fast-almost-Gaussian-Blur-Effect-for-CanvasJavascript
Copyright (c) 2010 Mario Klingemann
Permission is hereby granted, free of charge, to any person
obtaining a copy of this software and associated documentation
files (the "Software"), to deal in the Software without
restriction, including without limitation the rights to use,
copy, modify, merge, publish, distribute, sublicense, and/or sell
copies of the Software, and to permit persons to whom the
Software is furnished to do so, subject to the following
conditions:
The above copyright notice and this permission notice shall be
included in all copies or substantial portions of the Software.
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,
EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES
OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND
NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT
HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY,
WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR
OTHER DEALINGS IN THE SOFTWARE.
*/
function BlurStack() {
this.r = 0;
this.g = 0;
this.b = 0;
this.a = 0;
this.next = null;
}
var mul_table = [
512,512,456,512,328,456,335,512,405,328,271,456,388,335,292,512,
454,405,364,328,298,271,496,456,420,388,360,335,312,292,273,512,
482,454,428,405,383,364,345,328,312,298,284,271,259,496,475,456,
437,420,404,388,374,360,347,335,323,312,302,292,282,273,265,512,
497,482,468,454,441,428,417,405,394,383,373,364,354,345,337,328,
320,312,305,298,291,284,278,271,265,259,507,496,485,475,465,456,
446,437,428,420,412,404,396,388,381,374,367,360,354,347,341,335,
329,323,318,312,307,302,297,292,287,282,278,273,269,265,261,512,
505,497,489,482,475,468,461,454,447,441,435,428,422,417,411,405,
399,394,389,383,378,373,368,364,359,354,350,345,341,337,332,328,
324,320,316,312,309,305,301,298,294,291,287,284,281,278,274,271,
268,265,262,259,257,507,501,496,491,485,480,475,470,465,460,456,
451,446,442,437,433,428,424,420,416,412,408,404,400,396,392,388,
385,381,377,374,370,367,363,360,357,354,350,347,344,341,338,335,
332,329,326,323,320,318,315,312,310,307,304,302,299,297,294,292,
289,287,285,282,280,278,275,273,271,269,267,265,263,261,259];
var shg_table = [
9, 11, 12, 13, 13, 14, 14, 15, 15, 15, 15, 16, 16, 16, 16, 17,
17, 17, 17, 17, 17, 17, 18, 18, 18, 18, 18, 18, 18, 18, 18, 19,
19, 19, 19, 19, 19, 19, 19, 19, 19, 19, 19, 19, 19, 20, 20, 20,
20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 21,
21, 21, 21, 21, 21, 21, 21, 21, 21, 21, 21, 21, 21, 21, 21, 21,
21, 21, 21, 21, 21, 21, 21, 21, 21, 21, 22, 22, 22, 22, 22, 22,
22, 22, 22, 22, 22, 22, 22, 22, 22, 22, 22, 22, 22, 22, 22, 22,
22, 22, 22, 22, 22, 22, 22, 22, 22, 22, 22, 22, 22, 22, 22, 23,
23, 23, 23, 23, 23, 23, 23, 23, 23, 23, 23, 23, 23, 23, 23, 23,
23, 23, 23, 23, 23, 23, 23, 23, 23, 23, 23, 23, 23, 23, 23, 23,
23, 23, 23, 23, 23, 23, 23, 23, 23, 23, 23, 23, 23, 23, 23, 23,
23, 23, 23, 23, 23, 24, 24, 24, 24, 24, 24, 24, 24, 24, 24, 24,
24, 24, 24, 24, 24, 24, 24, 24, 24, 24, 24, 24, 24, 24, 24, 24,
24, 24, 24, 24, 24, 24, 24, 24, 24, 24, 24, 24, 24, 24, 24, 24,
24, 24, 24, 24, 24, 24, 24, 24, 24, 24, 24, 24, 24, 24, 24, 24,
24, 24, 24, 24, 24, 24, 24, 24, 24, 24, 24, 24, 24, 24, 24 ];
function filterGaussBlurRGBA( imageData, radius) {
var pixels = imageData.data,
width = imageData.width,
height = imageData.height;
var x, y, i, p, yp, yi, yw, r_sum, g_sum, b_sum, a_sum,
r_out_sum, g_out_sum, b_out_sum, a_out_sum,
r_in_sum, g_in_sum, b_in_sum, a_in_sum,
pr, pg, pb, pa, rbs;
var div = radius + radius + 1,
widthMinus1 = width - 1,
heightMinus1 = height - 1,
radiusPlus1 = radius + 1,
sumFactor = radiusPlus1 * ( radiusPlus1 + 1 ) / 2,
stackStart = new BlurStack(),
stackEnd = null,
stack = stackStart,
stackIn = null,
stackOut = null,
mul_sum = mul_table[radius],
shg_sum = shg_table[radius];
for ( i = 1; i < div; i++ ) {
stack = stack.next = new BlurStack();
if ( i == radiusPlus1 ) stackEnd = stack;
}
stack.next = stackStart;
yw = yi = 0;
for ( y = 0; y < height; y++ )
{
r_in_sum = g_in_sum = b_in_sum = a_in_sum = r_sum = g_sum = b_sum = a_sum = 0;
r_out_sum = radiusPlus1 * ( pr = pixels[yi] );
g_out_sum = radiusPlus1 * ( pg = pixels[yi+1] );
b_out_sum = radiusPlus1 * ( pb = pixels[yi+2] );
a_out_sum = radiusPlus1 * ( pa = pixels[yi+3] );
r_sum += sumFactor * pr;
g_sum += sumFactor * pg;
b_sum += sumFactor * pb;
a_sum += sumFactor * pa;
stack = stackStart;
for( i = 0; i < radiusPlus1; i++ )
{
stack.r = pr;
stack.g = pg;
stack.b = pb;
stack.a = pa;
stack = stack.next;
}
for( i = 1; i < radiusPlus1; i++ )
{
p = yi + (( widthMinus1 < i ? widthMinus1 : i ) << 2 );
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;
a_sum += ( stack.a = ( pa = pixels[p+3])) * rbs;
r_in_sum += pr;
g_in_sum += pg;
b_in_sum += pb;
a_in_sum += pa;
stack = stack.next;
}
stackIn = stackStart;
stackOut = stackEnd;
for ( x = 0; x < width; x++ )
{
pixels[yi+3] = pa = (a_sum * mul_sum) >> shg_sum;
if ( pa !== 0 )
{
pa = 255 / pa;
pixels[yi] = ((r_sum * mul_sum) >> shg_sum) * pa;
pixels[yi+1] = ((g_sum * mul_sum) >> shg_sum) * pa;
pixels[yi+2] = ((b_sum * mul_sum) >> shg_sum) * pa;
} else {
pixels[yi] = pixels[yi+1] = pixels[yi+2] = 0;
}
r_sum -= r_out_sum;
g_sum -= g_out_sum;
b_sum -= b_out_sum;
a_sum -= a_out_sum;
r_out_sum -= stackIn.r;
g_out_sum -= stackIn.g;
b_out_sum -= stackIn.b;
a_out_sum -= stackIn.a;
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]);
a_in_sum += ( stackIn.a = pixels[p+3]);
r_sum += r_in_sum;
g_sum += g_in_sum;
b_sum += b_in_sum;
a_sum += a_in_sum;
stackIn = stackIn.next;
r_out_sum += ( pr = stackOut.r );
g_out_sum += ( pg = stackOut.g );
b_out_sum += ( pb = stackOut.b );
a_out_sum += ( pa = stackOut.a );
r_in_sum -= pr;
g_in_sum -= pg;
b_in_sum -= pb;
a_in_sum -= pa;
stackOut = stackOut.next;
yi += 4;
}
yw += width;
}
for ( x = 0; x < width; x++ )
{
g_in_sum = b_in_sum = a_in_sum = r_in_sum = g_sum = b_sum = a_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]);
a_out_sum = radiusPlus1 * ( pa = pixels[yi+3]);
r_sum += sumFactor * pr;
g_sum += sumFactor * pg;
b_sum += sumFactor * pb;
a_sum += sumFactor * pa;
stack = stackStart;
for( i = 0; i < radiusPlus1; i++ )
{
stack.r = pr;
stack.g = pg;
stack.b = pb;
stack.a = pa;
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;
a_sum += ( stack.a = ( pa = pixels[yi+3])) * rbs;
r_in_sum += pr;
g_in_sum += pg;
b_in_sum += pb;
a_in_sum += pa;
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+3] = pa = (a_sum * mul_sum) >> shg_sum;
if ( pa > 0 )
{
pa = 255 / pa;
pixels[p] = ((r_sum * mul_sum) >> shg_sum ) * pa;
pixels[p+1] = ((g_sum * mul_sum) >> shg_sum ) * pa;
pixels[p+2] = ((b_sum * mul_sum) >> shg_sum ) * pa;
} else {
pixels[p] = pixels[p+1] = pixels[p+2] = 0;
}
r_sum -= r_out_sum;
g_sum -= g_out_sum;
b_sum -= b_out_sum;
a_sum -= a_out_sum;
r_out_sum -= stackIn.r;
g_out_sum -= stackIn.g;
b_out_sum -= stackIn.b;
a_out_sum -= stackIn.a;
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]));
a_sum += ( a_in_sum += ( stackIn.a = pixels[p+3]));
stackIn = stackIn.next;
r_out_sum += ( pr = stackOut.r );
g_out_sum += ( pg = stackOut.g );
b_out_sum += ( pb = stackOut.b );
a_out_sum += ( pa = stackOut.a );
r_in_sum -= pr;
g_in_sum -= pg;
b_in_sum -= pb;
a_in_sum -= pa;
stackOut = stackOut.next;
yi += width;
}
}
}
/**
* BlurX Filter. Blurs the image in the X direction (horizontally). It
* performs w*h pixel reads, and w*h pixel writes.
* Blur Filter
* @function
* @author ippo615
* @memberof Kinetic.Filters
* @param {ImageData} src, the source image data (what will be transformed)
* @param {ImageData} dst, the destination image data (where it will be saved)
* @param {Object} opt
* @param {Number} [opt.blurWidth] how many neighboring pixels to will affect the
* blurred pixel, default: 5
* @param {Object} imageData
*/
var BlurX = function(src,dst,opt){
var Blur = function(src,dst,opt){
var radius = opt.filterRadius | 0;
var srcPixels = src.data,
dstPixels = dst.data,
xSize = src.width,
ySize = src.height,
i, m, x, y, k, tmp, r=0,g=0,b=0,a=0;
// DONT USE: kSize = opt.blurWidth || 5;
// HINT: consider when (opt.blurWidth = 0)
var kSize = 5;
if( opt.hasOwnProperty('blurWidth') ){
kSize = Math.round( Math.abs(opt.blurWidth) )+1;
// If a different desntination image data is supplied
// copy the source and perform the blur on the destination
var i;
if( dst !== src ){
i = src.data.length;
while( i-- ){
dst.data[i] = src.data[i];
}
var kMid = Math.floor(kSize/2);
//console.info('Blur Width: '+kSize);
//console.info('Blur Middle: '+kMid);
var xEnd = xSize - kMid;
for (y = 0; y < ySize; y += 1) {
r=0;g=0;b=0;a=0;
for (x=-kMid; x<kMid; x+=1 ){
// Add the new
//if( y === 0 ){ console.info('Loading pixel at: '+((x+xSize)%xSize) ); }
i = (y * xSize + (x+xSize)%xSize ) * 4;
r += srcPixels[i+0];
g += srcPixels[i+1];
b += srcPixels[i+2];
a += srcPixels[i+3];
}
for (x = 0; x < xSize; x += 1) {
//if( y === 0 ){ console.info('Added pixel at: '+(x+kMid)); }
//if( y === 0 ){ console.info('Recorded pixel at: '+x); }
//if( y === 0 ){ console.info('Removed pixel at: '+((x-kMid+xSize)%xSize) ); }
// Add the new
i = (y * xSize + (x+kMid)%xSize ) * 4;
r += srcPixels[i+0];
g += srcPixels[i+1];
b += srcPixels[i+2];
a += srcPixels[i+3];
// Store the result
i = (y * xSize + x) * 4;
dstPixels[i+0] = r/kSize;
dstPixels[i+1] = g/kSize;
dstPixels[i+2] = b/kSize;
dstPixels[i+3] = a/kSize;
// Subtract the old
i = (y * xSize + (x-kMid+xSize)%xSize ) * 4;
r -= srcPixels[i+0];
g -= srcPixels[i+1];
b -= srcPixels[i+2];
a -= srcPixels[i+3];
if( radius > 0 ){
filterGaussBlurRGBA(dst,radius);
}
}
};
/**
* BlurY Filter. Blurs the image in the Y direction (vertically). It
* performs w*h pixel reads, and w*h pixel writes.
* @function
* @author ippo615
* @memberof Kinetic.Filters
* @param {ImageData} src, the source image data (what will be transformed)
* @param {ImageData} dst, the destination image data (where it will be saved)
* @param {Object} opt
* @param {Number} [opt.blurHeight] how many neighboring pixels to will affect the
* blurred pixel, default: 5
*/
var BlurY = function(src,dst,opt){
var srcPixels = src.data,
dstPixels = dst.data,
xSize = src.width,
ySize = src.height,
i, m, x, y, k, tmp, r=0,g=0,b=0,a=0;
var kSize = 5;
if( opt.hasOwnProperty('blurHeight') ){
kSize = Math.round( Math.abs(opt.blurHeight) )+1;
}
var kMid = Math.floor(kSize/2);
var yEnd = ySize - kMid;
for (x = 0; x < xSize; x += 1) {
r=0;g=0;b=0;a=0;
for (y=-kMid; y<kMid; y+=1 ){
// Add the new
i = ((y+ySize)%ySize * xSize + x ) * 4;
r += srcPixels[i+0];
g += srcPixels[i+1];
b += srcPixels[i+2];
a += srcPixels[i+3];
}
for (y = 0; y < ySize; y += 1) {
// Add the new
i = ((y+kMid+ySize)%ySize * xSize + x ) * 4;
r += srcPixels[i+0];
g += srcPixels[i+1];
b += srcPixels[i+2];
a += srcPixels[i+3];
// Store the result
i = (y * xSize + x) * 4;
dstPixels[i+0] = r/kSize;
dstPixels[i+1] = g/kSize;
dstPixels[i+2] = b/kSize;
dstPixels[i+3] = a/kSize;
// Subtract the old
i = ((y-kMid+ySize)%ySize * xSize + x ) * 4;
r -= srcPixels[i+0];
g -= srcPixels[i+1];
b -= srcPixels[i+2];
a -= srcPixels[i+3];
}
}
};
Kinetic.Factory.addFilterGetterSetter(Kinetic.Image, 'blurWidth', 5);
Kinetic.Factory.addFilterGetterSetter(Kinetic.Image, 'blurHeight', 5);
Kinetic.Filters.BlurX = function(src,dst,opt){
Kinetic.Filters.Blur = function(src,dst,opt){
if( this === Kinetic.Filters ){
BlurX(src, dst||src, opt );
Blur(src, dst||src, opt );
}else{
BlurX.call(this, src, dst||src, opt || {
blurWidth: this.getBlurWidth()
});
}
};
Kinetic.Filters.BlurY = function(src,dst,opt){
if( this === Kinetic.Filters ){
BlurY(src, dst||src, opt );
}else{
BlurY.call(this, src, dst||src, opt || {
blurHeight: this.getBlurHeight()
Blur.call(this, src, dst||src, opt || {
filterRadius: this.getFilterRadius()
});
}
};
/**
* get filter blur width. Returns the width of a blurred pixel. Must be
* an integer greater than 0.
* @name getBlurWidth
* @method
* @memberof Kinetic.Image.prototype
*/
Kinetic.Factory.addFilterGetterSetter(Kinetic.Image, 'filterRadius', 0);
/**
* set filter blur width.
* @name setBlurWidth
* @method
* @memberof Kinetic.Image.prototype
*/
/**
* get filter blur height. Returns the height of a blurred pixel. Must be
* an integer greater than 0.
* @name getBlurHeight
* @method
* @memberof Kinetic.Image.prototype
*/
/**
* set filter blur height.
* @name setBlurHeight
* @method
* @memberof Kinetic.Image.prototype
*/
Kinetic.Factory.addFilterGetterSetter(Kinetic.Image, 'filterRadius', 5);
Kinetic.Filters.Blur = Kinetic.Util._FilterWrapSingleBuffer(function(src,dst,opt){
if( this === Kinetic.Filters ){
BlurX(src, src, opt );
BlurY(src, dst||src, opt );
}else{
opt = opt || {
blurHeight: this.getFilterRadius(),
blurWidth: this.getFilterRadius()
};
BlurX.call(this, src, src, opt);
BlurY.call(this, src, dst||src, opt);
}
});
/**
* get filter radius. Returns the radius of a blurred pixel. The blur
* is applied horzontally and vertically.
* get filter radius. Returns the radius for Gaussian blur filter.
* @name getFilterRadius
* @method
* @memberof Kinetic.Image.prototype
*/
/**
* set filter radius.
* get filter radius. Set the radius for Gaussian blur filter.
* @name setFilterRadius
* @method
* @memberof Kinetic.Image.prototype
*/
})();

198
src/filters/QuickBlur.js Normal file
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@ -0,0 +1,198 @@
(function () {
/**
* BlurX Filter. Blurs the image in the X direction (horizontally). It
* performs w*h pixel reads, and w*h pixel writes. It is faster than a
* Gaussian blur but does not look as nice. Use Kinetic.Filters.Blur for
* a Gaussian blur.
* @function
* @author ippo615
* @memberof Kinetic.Filters
* @param {ImageData} src, the source image data (what will be transformed)
* @param {ImageData} dst, the destination image data (where it will be saved)
* @param {Object} opt
* @param {Number} [opt.blurWidth] how many neighboring pixels to will affect the
* blurred pixel, default: 5
*/
var BlurX = function(src,dst,opt){
var srcPixels = src.data,
dstPixels = dst.data,
xSize = src.width,
ySize = src.height,
i, m, x, y, k, tmp, r=0,g=0,b=0,a=0;
// DONT USE: kSize = opt.blurWidth || 5;
// HINT: consider when (opt.blurWidth = 0)
var kSize = 5;
if( opt.hasOwnProperty('blurWidth') ){
kSize = Math.round( Math.abs(opt.blurWidth) )+1;
}
var kMid = Math.floor(kSize/2);
//console.info('Blur Width: '+kSize);
//console.info('Blur Middle: '+kMid);
var xEnd = xSize - kMid;
for (y = 0; y < ySize; y += 1) {
r=0;g=0;b=0;a=0;
for (x=-kMid; x<kMid; x+=1 ){
// Add the new
//if( y === 0 ){ console.info('Loading pixel at: '+((x+xSize)%xSize) ); }
i = (y * xSize + (x+xSize)%xSize ) * 4;
r += srcPixels[i+0];
g += srcPixels[i+1];
b += srcPixels[i+2];
a += srcPixels[i+3];
}
for (x = 0; x < xSize; x += 1) {
//if( y === 0 ){ console.info('Added pixel at: '+(x+kMid)); }
//if( y === 0 ){ console.info('Recorded pixel at: '+x); }
//if( y === 0 ){ console.info('Removed pixel at: '+((x-kMid+xSize)%xSize) ); }
// Add the new
i = (y * xSize + (x+kMid)%xSize ) * 4;
r += srcPixels[i+0];
g += srcPixels[i+1];
b += srcPixels[i+2];
a += srcPixels[i+3];
// Store the result
i = (y * xSize + x) * 4;
dstPixels[i+0] = r/kSize;
dstPixels[i+1] = g/kSize;
dstPixels[i+2] = b/kSize;
dstPixels[i+3] = a/kSize;
// Subtract the old
i = (y * xSize + (x-kMid+xSize)%xSize ) * 4;
r -= srcPixels[i+0];
g -= srcPixels[i+1];
b -= srcPixels[i+2];
a -= srcPixels[i+3];
}
}
};
/**
* BlurY Filter. Blurs the image in the Y direction (vertically). It
* performs w*h pixel reads, and w*h pixel writes. It is faster than a
* Gaussian blur but does not look as nice. Use Kinetic.Filters.Blur for
* a Gaussian blur.
* @function
* @author ippo615
* @memberof Kinetic.Filters
* @param {ImageData} src, the source image data (what will be transformed)
* @param {ImageData} dst, the destination image data (where it will be saved)
* @param {Object} opt
* @param {Number} [opt.blurHeight] how many neighboring pixels to will affect the
* blurred pixel, default: 5
*/
var BlurY = function(src,dst,opt){
var srcPixels = src.data,
dstPixels = dst.data,
xSize = src.width,
ySize = src.height,
i, m, x, y, k, tmp, r=0,g=0,b=0,a=0;
var kSize = 5;
if( opt.hasOwnProperty('blurHeight') ){
kSize = Math.round( Math.abs(opt.blurHeight) )+1;
}
var kMid = Math.floor(kSize/2);
var yEnd = ySize - kMid;
for (x = 0; x < xSize; x += 1) {
r=0;g=0;b=0;a=0;
for (y=-kMid; y<kMid; y+=1 ){
// Add the new
i = ((y+ySize)%ySize * xSize + x ) * 4;
r += srcPixels[i+0];
g += srcPixels[i+1];
b += srcPixels[i+2];
a += srcPixels[i+3];
}
for (y = 0; y < ySize; y += 1) {
// Add the new
i = ((y+kMid+ySize)%ySize * xSize + x ) * 4;
r += srcPixels[i+0];
g += srcPixels[i+1];
b += srcPixels[i+2];
a += srcPixels[i+3];
// Store the result
i = (y * xSize + x) * 4;
dstPixels[i+0] = r/kSize;
dstPixels[i+1] = g/kSize;
dstPixels[i+2] = b/kSize;
dstPixels[i+3] = a/kSize;
// Subtract the old
i = ((y-kMid+ySize)%ySize * xSize + x ) * 4;
r -= srcPixels[i+0];
g -= srcPixels[i+1];
b -= srcPixels[i+2];
a -= srcPixels[i+3];
}
}
};
Kinetic.Factory.addFilterGetterSetter(Kinetic.Image, 'blurWidth', 5);
Kinetic.Factory.addFilterGetterSetter(Kinetic.Image, 'blurHeight', 5);
Kinetic.Filters.BlurX = function(src,dst,opt){
if( this === Kinetic.Filters ){
BlurX(src, dst||src, opt );
}else{
BlurX.call(this, src, dst||src, opt || {
blurWidth: this.getBlurWidth()
});
}
};
Kinetic.Filters.BlurY = function(src,dst,opt){
if( this === Kinetic.Filters ){
BlurY(src, dst||src, opt );
}else{
BlurY.call(this, src, dst||src, opt || {
blurHeight: this.getBlurHeight()
});
}
};
/**
* get filter blur width. Returns the width of a blurred pixel. Must be
* an integer greater than 0.
* @name getBlurWidth
* @method
* @memberof Kinetic.Image.prototype
*/
/**
* set filter blur width.
* @name setBlurWidth
* @method
* @memberof Kinetic.Image.prototype
*/
/**
* get filter blur height. Returns the height of a blurred pixel. Must be
* an integer greater than 0.
* @name getBlurHeight
* @method
* @memberof Kinetic.Image.prototype
*/
/**
* set filter blur height.
* @name setBlurHeight
* @method
* @memberof Kinetic.Image.prototype
*/
})();

View File

@ -76,6 +76,7 @@
<!-- filters -->
<script src="unit/filters/Blur-test.js"></script>
<script src="unit/filters/QuickBlur-test.js"></script>
<script src="unit/filters/Brighten-test.js"></script>
<script src="unit/filters/ColorPack-test.js"></script>
<script src="unit/filters/Invert-test.js"></script>

View File

@ -189,19 +189,17 @@ suite('Blur', function() {
});
// ======================================================
test('fast blur', function (done) {
test('half layer gaussian blur', function (done) {
var stage = addStage();
var shapesLayer = new Kinetic.Layer();
// The important line!
shapesLayer.on('draw', function () {
var BLURAMOUNT = 10;
var imageData = this.getContext().getImageData(0,0,this.getCanvas().width,this.getCanvas().height);
var imageData = this.getContext().getImageData(0,0,this.getCanvas().width/2,this.getCanvas().height);
var scratchData = this.getContext().createImageData(imageData); // only size copied
Kinetic.Filters.BlurX(imageData,scratchData,{blurWidth:BLURAMOUNT});
Kinetic.Filters.BlurY(scratchData,imageData,{blurHeight:BLURAMOUNT});
this.getContext().putImageData(imageData,0,0);
Kinetic.Filters.Blur(imageData,scratchData,{filterRadius:24});
this.getContext().putImageData(scratchData,0,0);
});
var triangle = new Kinetic.RegularPolygon({

View File

@ -0,0 +1,154 @@
suite('Quick Blur', function() {
// ======================================================
test('half layer blur', function (done) {
var stage = addStage();
var shapesLayer = new Kinetic.Layer();
// The important line!
shapesLayer.on('draw', function () {
var imageData = this.getContext().getImageData(0,0,this.getCanvas().width/2,this.getCanvas().height);
var scratchData = this.getContext().createImageData(imageData); // only size copied
Kinetic.Filters.BlurX(imageData,scratchData,{blurWidth:24});
Kinetic.Filters.BlurY(scratchData,imageData,{blurHeight:24});
this.getContext().putImageData(imageData,0,0);
});
var triangle = new Kinetic.RegularPolygon({
x: stage.getWidth() / 4,
y: stage.getHeight() / 2,
sides: 3,
radius: 80,
fillRadialGradientStartPoint: 0,
fillRadialGradientStartRadius: 0,
fillRadialGradientEndPoint: 0,
fillRadialGradientEndRadius: 70,
fillRadialGradientColorStops: [0, '#881111', 0.5, '#888811', 1, '#000088'],
stroke: 'black',
strokeWidth: 4,
draggable: true
});
var circle = new Kinetic.Circle({
x: 3 * stage.getWidth() / 4,
y: stage.getHeight() / 2,
radius: 70,
fill: '#880000',
stroke: 'black',
strokeWidth: 4,
draggable: true,
id: 'myCircle'
});
for( var i=0; i<10; i+=1 ){
for( var j=0; j<10; j+=1 ){
var rect = new Kinetic.Rect({
x: i/10*stage.getWidth(),
y: j/10*stage.getHeight(),
width: stage.getWidth()/10,
height: stage.getHeight()/10,
fill: (i+j)%2===0?'#FF0000':'#FFFF00',
stroke: 'black',
strokeWidth: 4,
draggable: true
});
shapesLayer.add(rect);
}
}
shapesLayer.add(circle);
shapesLayer.add(triangle);
stage.add(shapesLayer);
done();
});
// ======================================================
test('tween x blur', function(done) {
var stage = addStage();
var imageObj = new Image();
imageObj.onload = function() {
var layer = new Kinetic.Layer();
darth = new Kinetic.Image({
x: 10,
y: 10,
image: imageObj,
draggable: true
});
layer.add(darth);
stage.add(layer);
darth.setFilter(Kinetic.Filters.BlurX);
darth.setBlurWidth(100);
layer.draw();
var tween = new Kinetic.Tween({
node: darth,
duration: 2.0,
blurWidth: 0,
easing: Kinetic.Easings.EaseInOut
});
darth.on('mouseover', function() {
tween.play();
});
darth.on('mouseout', function() {
tween.reverse();
});
done();
};
imageObj.src = 'assets/darth-vader.jpg';
});
// ======================================================
test('tween y blur', function(done) {
var stage = addStage();
var imageObj = new Image();
imageObj.onload = function() {
var layer = new Kinetic.Layer();
darth = new Kinetic.Image({
x: 10,
y: 10,
image: imageObj,
draggable: true
});
layer.add(darth);
stage.add(layer);
darth.setFilter(Kinetic.Filters.BlurY);
darth.setBlurHeight(100);
layer.draw();
var tween = new Kinetic.Tween({
node: darth,
duration: 2.0,
blurHeight: 0,
easing: Kinetic.Easings.EaseInOut
});
darth.on('mouseover', function() {
tween.play();
});
darth.on('mouseout', function() {
tween.reverse();
});
done();
};
imageObj.src = 'assets/darth-vader.jpg';
});
});