/*
* 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);
}
}