Files
effector/src/effects/box_blur.hpp
T
SiandClaude Opus 5.5 53dca6b4b8 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>
2026-09-26 20:45:46 +02:00

81 lines
2.8 KiB
C++

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