Add Focus pull, a video effect that pulls Blur in and out of focus
Blur's box blur moves to effects/box_blur.hpp so both share it; Blur renders exactly as before. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
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#pragma once
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#include <algorithm>
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#include <cstdint>
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#include <string>
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#include <utility>
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#include "core/image.hpp"
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#include "core/parallel.hpp"
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namespace effector {
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// One separable box blur pass. `stride` is the distance in bytes between two
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// neighbouring samples along the blurred axis, `count` how many of them there
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// are; the window is clamped at both ends.
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inline void boxPass(const std::uint8_t* in, std::uint8_t* out, int count, std::size_t stride,
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int radius) {
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const int window = 2 * radius + 1;
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int sum[3] = {0, 0, 0};
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for (int c = 0; c < 3; ++c) {
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sum[c] = in[c] * (radius + 1);
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for (int i = 1; i <= radius; ++i) {
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sum[c] += in[static_cast<std::size_t>(std::min(i, count - 1)) * stride + c];
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}
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}
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for (int i = 0; i < count; ++i) {
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for (int c = 0; c < 3; ++c) {
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out[static_cast<std::size_t>(i) * stride + c] =
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static_cast<std::uint8_t>(sum[c] / window);
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}
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const int add = std::min(i + radius + 1, count - 1);
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const int drop = std::max(i - radius, 0);
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for (int c = 0; c < 3; ++c) {
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sum[c] += in[static_cast<std::size_t>(add) * stride + c] -
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in[static_cast<std::size_t>(drop) * stride + c];
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}
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}
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}
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inline void blurHorizontal(const Image& src, Image& dst, int radius) {
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parallelFor(static_cast<std::size_t>(src.height()), [&](std::size_t begin, std::size_t end) {
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for (std::size_t y = begin; y < end; ++y) {
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boxPass(src.row(static_cast<int>(y)), dst.row(static_cast<int>(y)), src.width(), 3,
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radius);
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}
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});
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}
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inline void blurVertical(const Image& src, Image& dst, int radius) {
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const std::size_t stride = src.stride();
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parallelFor(static_cast<std::size_t>(src.width()), [&](std::size_t begin, std::size_t end) {
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for (std::size_t x = begin; x < end; ++x) {
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const std::size_t offset = x * 3;
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boxPass(src.data() + offset, dst.data() + offset, src.height(), stride, radius);
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}
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});
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}
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// Blurs `canvas` in place: `passes` box blurs of `radius` along the axes
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// `direction` names ("both", "horizontal" or "vertical"). Shared by the blur
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// and the focus pull effects.
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inline void boxBlur(Image& canvas, int radius, int passes, const std::string& direction) {
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const int width = canvas.width();
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const int height = canvas.height();
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Image scratch(width, height);
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for (int pass = 0; pass < passes; ++pass) {
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if (direction != "vertical") {
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blurHorizontal(canvas, scratch, std::min(radius, std::max(1, width - 1)));
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std::swap(canvas, scratch);
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}
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if (direction != "horizontal") {
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blurVertical(canvas, scratch, std::min(radius, std::max(1, height - 1)));
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std::swap(canvas, scratch);
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}
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}
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}
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} // namespace effector
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