--- /dev/null Thu Jan 01 00:00:00 1970 +0000
+++ b/uiacceltk/hitchcock/coretoolkit/rendervg10/src/HuiFxVg10BlurFilter.cpp Tue Feb 02 07:56:43 2010 +0200
@@ -0,0 +1,181 @@
+/*
+* Copyright (c) 2008 Nokia Corporation and/or its subsidiary(-ies).
+* All rights reserved.
+* This component and the accompanying materials are made available
+* under the terms of "Eclipse Public License v1.0"
+* which accompanies this distribution, and is available
+* at the URL "http://www.eclipse.org/legal/epl-v10.html".
+*
+* Initial Contributors:
+* Nokia Corporation - initial contribution.
+*
+* Contributors:
+*
+* Description:
+*
+*/
+
+
+
+#include "HuiFxVg10BlurFilter.h"
+#include "HuiFxVg10RenderbufferBase.h"
+#include "HuiFxConstants.h"
+
+// identity mapping of colour components (i.e. 0->0, 1->1, ..., 255->255)
+const VGubyte CHuiFxVg10BlurFilter::iColorLUT[256] =
+ {0x00, 0x01, 0x02, 0x03, 0x04, 0x05, 0x06, 0x07, 0x08, 0x09, 0x0A, 0x0B, 0x0C, 0x0D, 0x0E, 0x0F,
+ 0x10, 0x11, 0x12, 0x13, 0x14, 0x15, 0x16, 0x17, 0x18, 0x19, 0x1A, 0x1B, 0x1C, 0x1D, 0x1E, 0x1F,
+ 0x20, 0x21, 0x22, 0x23, 0x24, 0x25, 0x26, 0x27, 0x28, 0x29, 0x2A, 0x2B, 0x2C, 0x2D, 0x2E, 0x2F,
+ 0x30, 0x31, 0x32, 0x33, 0x34, 0x35, 0x36, 0x37, 0x38, 0x39, 0x3A, 0x3B, 0x3C, 0x3D, 0x3E, 0x3F,
+ 0x40, 0x41, 0x42, 0x43, 0x44, 0x45, 0x46, 0x47, 0x48, 0x49, 0x4A, 0x4B, 0x4C, 0x4D, 0x4E, 0x4F,
+ 0x50, 0x51, 0x52, 0x53, 0x54, 0x55, 0x56, 0x57, 0x58, 0x59, 0x5A, 0x5B, 0x5C, 0x5D, 0x5E, 0x5F,
+ 0x60, 0x61, 0x62, 0x63, 0x64, 0x65, 0x66, 0x67, 0x68, 0x69, 0x6A, 0x6B, 0x6C, 0x6D, 0x6E, 0x6F,
+ 0x70, 0x71, 0x72, 0x73, 0x74, 0x75, 0x76, 0x77, 0x78, 0x79, 0x7A, 0x7B, 0x7C, 0x7D, 0x7E, 0x7F,
+ 0x80, 0x81, 0x82, 0x83, 0x84, 0x85, 0x86, 0x87, 0x88, 0x89, 0x8A, 0x8B, 0x8C, 0x8D, 0x8E, 0x8F,
+ 0x90, 0x91, 0x92, 0x93, 0x94, 0x95, 0x96, 0x97, 0x98, 0x99, 0x9A, 0x9B, 0x9C, 0x9D, 0x9E, 0x9F,
+ 0xA0, 0xA1, 0xA2, 0xA3, 0xA4, 0xA5, 0xA6, 0xA7, 0xA8, 0xA9, 0xAA, 0xAB, 0xAC, 0xAD, 0xAE, 0xAF,
+ 0xB0, 0xB1, 0xB2, 0xB3, 0xB4, 0xB5, 0xB6, 0xB7, 0xB8, 0xB9, 0xBA, 0xBB, 0xBC, 0xBD, 0xBE, 0xBF,
+ 0xC0, 0xC1, 0xC2, 0xC3, 0xC4, 0xC5, 0xC6, 0xC7, 0xC8, 0xC9, 0xCA, 0xCB, 0xCC, 0xCD, 0xCE, 0xCF,
+ 0xD0, 0xD1, 0xD2, 0xD3, 0xD4, 0xD5, 0xD6, 0xD7, 0xD8, 0xD9, 0xDA, 0xDB, 0xDC, 0xDD, 0xDE, 0xDF,
+ 0xE0, 0xE1, 0xE2, 0xE3, 0xE4, 0xE5, 0xE6, 0xE7, 0xE8, 0xE9, 0xEA, 0xEB, 0xEC, 0xED, 0xEE, 0xEF,
+ 0xF0, 0xF1, 0xF2, 0xF3, 0xF4, 0xF5, 0xF6, 0xF7, 0xF8, 0xF9, 0xFA, 0xFB, 0xFC, 0xFD, 0xFE, 0xFF};
+
+CHuiFxVg10BlurFilter* CHuiFxVg10BlurFilter::NewL()
+ {
+ CHuiFxVg10BlurFilter* self = new (ELeave) CHuiFxVg10BlurFilter();
+ CleanupStack::PushL( self );
+ self->ConstructL();
+ CleanupStack::Pop( self );
+ return self;
+ }
+
+void CHuiFxVg10BlurFilter::ConstructL()
+ {
+ CHuiFxFilter::ConstructL();
+ iOldOpacity = -1.0f; // value out of range to force update of AlphaLUT
+ iBlurX = 0.0;
+ iBlurY = 0.0;
+
+ memset(iAlphaLUT, '\0', sizeof(iAlphaLUT));
+
+ RegisterParameterL(KLitBlurX, &iBlurX);
+ RegisterParameterL(KLitBlurY, &iBlurY);
+ }
+CHuiFxVg10BlurFilter *CHuiFxVg10BlurFilter::CloneL() const
+ {
+ CHuiFxVg10BlurFilter *filter = new (ELeave) CHuiFxVg10BlurFilter;
+ filter->CHuiFxFilter::CopyFromL(this);
+ filter->iOldOpacity = iOldOpacity;
+ filter->iBlurX = iBlurX;
+ filter->iBlurY = iBlurY;
+ memcpy(filter->iAlphaLUT, iAlphaLUT, sizeof(iAlphaLUT));
+ filter->CopyParameterL(KLitBlurX, &filter->iBlurX, this);
+ filter->CopyParameterL(KLitBlurY, &filter->iBlurY, this);
+ return filter;
+ }
+
+
+void CHuiFxVg10BlurFilter::CalculateMargin(TMargins &aMargin) const
+{
+ aMargin.iLeft = iBlurX;
+ aMargin.iRight = iBlurX;
+ aMargin.iBottom = iBlurY;
+ aMargin.iTop = iBlurY;
+}
+
+TBool CHuiFxVg10BlurFilter::Draw(CHuiFxEngine& aEngine, CHuiGc& /* aGc */, CHuiFxRenderbuffer& aTarget,
+ CHuiFxRenderbuffer& aSource, const TRect& aTargetRect, const TRect& aSourceRect)
+ {
+ aTarget.BindAsTexture(ERenderbufferUsageWriteOnly);
+ aSource.BindAsTexture(ERenderbufferUsageReadOnly);
+ VGImage srcImage = (reinterpret_cast<CHuiFxVg10RenderbufferBase*>(&aSource))->AcquireSubImage(aSourceRect);
+ VGImage destImage = (reinterpret_cast<CHuiFxVg10RenderbufferBase*>(&aTarget))->AcquireSubImage(aTargetRect);
+
+ // take opacity into account
+ const VGfloat opacity = clamp(iOpacity, 0.0f, 1.0f);
+
+ if(opacity > EPSILON)
+ {
+ DrawEffect(aEngine, destImage, srcImage, aSourceRect.Width(), aSourceRect.Height());
+ }
+ else
+ {
+// VGint width = vgGetParameteri(srcImage, VG_IMAGE_WIDTH);
+// VGint height = vgGetParameteri(srcImage, VG_IMAGE_HEIGHT);
+ VGint width = aSourceRect.Width();
+ VGint height = aSourceRect.Height();
+ vgClearImage(destImage, 0, 0, width, height);
+ }
+
+ HUIFX_VG_INVARIANT();
+ (reinterpret_cast<CHuiFxVg10RenderbufferBase*>(&aSource))->ReleaseSubImage(srcImage);
+ (reinterpret_cast<CHuiFxVg10RenderbufferBase*>(&aTarget))->ReleaseSubImage(destImage);
+ aTarget.UnbindAsTexture();
+ aSource.UnbindAsTexture();
+
+ return wasEnoughMemory();
+ }
+
+void CHuiFxVg10BlurFilter::DrawEffect(CHuiFxEngine& aEngine, VGImage aTargetImage, VGImage aSourceImage, TInt aWidth, TInt aHeight)
+ {
+ const VGfloat blur_x = clamp(iBlurX, EPSILON, 128.0f);
+ const VGfloat blur_y = clamp(iBlurY, EPSILON, 128.0f);
+ const VGfloat opacity = clamp(iOpacity, 0.0f, 1.0f);
+
+ if(opacity < 1.0f - EPSILON) // slow path --- take opacity into account
+ {
+// const VGint width = vgGetParameteri(aSourceImage, VG_IMAGE_WIDTH);
+// const VGint height = vgGetParameteri(aSourceImage, VG_IMAGE_HEIGHT);
+ const VGint width = aWidth;
+ const VGint height = aHeight;
+
+ CHuiFxRenderbuffer* auxBuffer = aEngine.AcquireRenderbuffer(TSize(width, height));
+ if (!auxBuffer)
+ {
+ return; // not enough memory --- filter not completed successfully
+ }
+ auxBuffer->BindAsTexture(ERenderbufferUsageReadWrite);
+
+ VGImage auxImage = reinterpret_cast<CHuiFxVg10RenderbufferBase*>(auxBuffer)->Image();
+
+ vgGaussianBlur(auxImage, aSourceImage, blur_x, blur_y, VG_TILE_PAD);
+
+ if(OpacityChanged())
+ {
+ UpdateAlphaLUT();
+ }
+ vgLookup(aTargetImage, auxImage, iColorLUT, iColorLUT, iColorLUT, iAlphaLUT, VG_TRUE, VG_FALSE);
+ auxBuffer->UnbindAsTexture();
+ aEngine.ReleaseRenderbuffer(auxBuffer);
+ }
+ else // fast path --- the blur, just blur and nothing but the blur.
+ {
+ vgGaussianBlur(aTargetImage, aSourceImage, blur_x, blur_y, VG_TILE_PAD);
+ }
+ }
+
+
+TBool CHuiFxVg10BlurFilter::OpacityChanged()
+ {
+ if(iOpacity != iOldOpacity)
+ {
+ iOldOpacity = iOpacity;
+ return ETrue;
+ }
+ else
+ {
+ return EFalse;
+ }
+ }
+
+
+void CHuiFxVg10BlurFilter::UpdateAlphaLUT()
+ {
+ VGfloat opacity = clamp(iOpacity, 0.0f, 1.0f);
+
+ // generate ramp for alpha channel. the bigger the steepness the more solid the outline.
+ for(int i = 0; i < 256; i++)
+ {
+ iAlphaLUT[i] = (VGubyte)((VGfloat)i * opacity);
+ }
+ }