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canvas image blur
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/** | |
* Light layer on top of a canvas element to represent an image displayed | |
* within. Pass in a canvas element and an Image object and you'll see the | |
* image within the canvas element. Use the provided methods (e.g. blur) to | |
* manipulate it. | |
* | |
* @constructor | |
* @param {HTMLElement} element HTML canvas element. | |
* @param {Image} image Image object. | |
*/ | |
var CanvasImage = function(element, image) { | |
this.image = image; | |
this.element = element; | |
this.element.width = this.image.width; | |
this.element.height = this.image.height; | |
this.context = this.element.getContext("2d"); | |
this.context.drawImage(this.image, 0, 0); | |
}; | |
CanvasImage.prototype = { | |
/** | |
* Runs a blur filter over the image. | |
* | |
* @param {int} strength Strength of the blur. | |
*/ | |
blur: function (strength) { | |
this.context.globalAlpha = 0.5; // Higher alpha made it more smooth | |
// Add blur layers by strength to x and y | |
// 2 made it a bit faster without noticeable quality loss | |
for (var y = -strength; y <= strength; y += 2) { | |
for (var x = -strength; x <= strength; x += 2) { | |
// Apply layers | |
this.context.drawImage(this.element, x, y); | |
// Add an extra layer, prevents it from rendering lines | |
// on top of the images (does makes it slower though) | |
if (x>=0 && y>=0) { | |
this.context.drawImage(this.element, -(x-1), -(y-1)); | |
} | |
} | |
} | |
this.context.globalAlpha = 1.0; | |
} | |
}; | |
/** | |
* Initialise an image on the page and blur it. | |
*/ | |
window.onload = function() { | |
var url = '../sunset.jpg', | |
image, | |
canvasImage; | |
image = new Image(); | |
image.onload = function () { | |
canvasImage = new CanvasImage(document.getElementById('blur_1'), this); | |
try{console.time('blur_1');}catch(err){} | |
canvasImage.blur(1); | |
try{console.timeEnd('blur_1');}catch(err){} | |
canvasImage = new CanvasImage(document.getElementById('blur_2'), this); | |
try{console.time('blur_2');}catch(err){} | |
canvasImage.blur(2); | |
try{console.timeEnd('blur_2');}catch(err){} | |
canvasImage = new CanvasImage(document.getElementById('blur_3'), this); | |
try{console.time('blur_3');}catch(err){} | |
canvasImage.blur(3); | |
try{console.timeEnd('blur_3');}catch(err){} | |
canvasImage = new CanvasImage(document.getElementById('blur_4'), this); | |
try{console.time('blur_4');}catch(err){} | |
canvasImage.blur(4); | |
try{console.timeEnd('blur_4');}catch(err){} | |
}; | |
image.src = url; | |
}; |
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<!DOCTYPE html PUBLIC "-//W3C//DTD XHTML 1.0 Transitional//EN" "http://www.w3.org/TR/xhtml1/DTD/xhtml1-transitional.dtd"> | |
<!-- saved from url=(0014)about:internet --> | |
<html class="yui3-js-enabled" xmlns="http://www.w3.org/1999/xhtml" xml:lang="en" lang="en"><head> | |
<title>StackBlur - A fast, almost Gaussian blur for Canvas by Mario Klingemann, Quasimondo</title> | |
<meta http-equiv="Content-Type" content="text/html; charset=UTF-8"> | |
<style type="text/css" media="screen"> | |
body { text-align:center; background-color: #ffffff; } | |
.slider { | |
position: relative; | |
text-align: center; | |
cursor: move; | |
padding: 0; | |
margin: 0; | |
height: 21px; | |
width: 21px; | |
} | |
.slider div { } | |
#slider-contentbox { | |
position: absolute; | |
top: 400px; | |
left: 20px; | |
height: 1px; | |
width: 181px; | |
padding: 10px; | |
background-color: #CDCDCD; | |
} | |
#slider-valuebox { | |
position: relative; | |
height: 1px; | |
background-color: #666; | |
} | |
#slider-thumb { | |
background-color: #202020; | |
top:-10px; | |
left:-10px; | |
color: #000; | |
} | |
</style> | |
<script src="StackBlurDemo_files/yui-min.js"></script> | |
<script src="StackBlurDemo_files/yui.js" type="text/javascript"></script> | |
<script src="StackBlur.js" language="javascript"></script> | |
<script type="text/javascript"> | |
/* <![CDATA[ */ | |
(function() { | |
var s = document.createElement('script'), t = document.getElementsByTagName('script')[0]; | |
s.type = 'text/javascript'; | |
s.async = true; | |
s.src = 'http://api.flattr.com/js/0.5.0/load.js?mode=auto'; | |
t.parentNode.insertBefore(s, t); | |
})(); | |
/* ]]> */ | |
</script> | |
<script src="StackBlurDemo_files/loader-min.js" type="text/javascript" id="yui_3_1_0_1_12868170921042"></script><script src="StackBlurDemo_files/combo.js" type="text/javascript" id="yui_3_1_0_1_12868170921043"></script></head> | |
<body> | |
<div id="imageHolder" style="position:absolute;left:20px; top:20px;text-align:center;font-size:10px;"> | |
<img id="srcimg" src="StackBlurDemo_files/lonerider2.jpg"><br> | |
</div> | |
<div id="canvasHolder" style="position:absolute;left:20px; top:20px;text-align:center;font-size:10px;"> | |
<canvas height="375" width="500" style="width: 500px; height: 375px;" id="canvas"> | |
</canvas></div> | |
<div id="slider-contentbox"> | |
<div id="slider-valuebox"> | |
<div style="left: -5px; top: -10px;" id="slider-thumb" class="slider yui3-dd-draggable"> </div> | |
</div> | |
</div> | |
<div id="centerlog" style="position:absolute; left: 230px; top:403px;font-size:12px;">Radius: 0</div> | |
<div style="position:absolute; left: 450px; top:400px;"> | |
<script type="text/javascript"> | |
var blurRadius = 0; | |
YUI({ | |
//Last Gallery Build of this module | |
gallery: 'gallery-2010.02.19-03' | |
}).use('dd-constrain', 'node', 'gallery-center', 'gallery-simpleslider', function( Y ) { | |
var thumb = Y.one('#slider-thumb'), | |
slider = new Y.apm.SimpleSlider({ | |
node: '#slider-contentbox' | |
}).render(); | |
slider.on('valueChange', function(e) { | |
blurRadius = e.newVal[0]; | |
Y.one('#centerlog').set('innerHTML', "Radius: " + e.newVal[0]); | |
stackBlurImage( 'srcimg', 'canvas', blurRadius, false ); | |
}); | |
}) | |
</script></div> | |
<div style="position:absolute; left: 20px; top:430px;font-size:12px;text-align:left;">This is a demo for a Javascript / Canvas based implementation of my <a href="http://incubator.quasimondo.com/processing/fast_blur_deluxe.php">StackBlur algorithm</a>.<br/><br/> | |
Usage: stackBlurImage( sourceImageID, targetCanvasID, radius, blurAlphaChannel );<br/> | |
or: stackBlurCanvasRGBA( targetCanvasID, top_x, top_y, width, height, radius );<br/> | |
or: stackBlurCanvasRGB( targetCanvasID, top_x, top_y, width, height, radius );<br/><br /> | |
Download source: <a href="StackBlur.js"/>StackBlur v0.5</a> | |
<a class="FlattrButton" style="display:none;" | |
href="http://www.quasimondo.com/StackBlurForCanvas/StackBlurDemo.html"></a> <br/><br/><br/> | |
Thank you to <a href="http://shaver.off.net/diary/">Mike Shaver</a> for fixing my first slider implementation.<br/> | |
Thanks to Michael Deal for noticing and fixing the ARGB/RGBA mixup and the pre-multiplied alpha bug.<br/><br /> | |
For some slightly faster box blurs which do not look as good though check out my <a href="http://www.quasimondo.com/BoxBlurForCanvas/FastBlurDemo.html">Superfast Blur</a>, <a href="http://www.quasimondo.com/BoxBlurForCanvas/FastBlur2Demo.html">StackBox Blur</a> and <a href="http://www.quasimondo.com/IntegralImageForCanvas/IntegralImageBlurDemo.html">Integral Image Blur</a>.<br/><br /> | |
For a speed comparison of all 4 blur algorithms check <a href="http://jsperf.com/superfastblur-vs-stackboxblur-vs-stackblur/2">this jsPerf test</a>. | |
</div> | |
</body> | |
</html> |
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/* | |
StackBlur - a fast almost Gaussian Blur For Canvas | |
Version: 0.5 | |
Author: Mario Klingemann | |
Contact: [email protected] | |
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 | |
[email protected] | |
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. | |
*/ | |
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 stackBlurImage( imageID, canvasID, radius, blurAlphaChannel ) | |
{ | |
var img = document.getElementById( imageID ); | |
var w = img.naturalWidth; | |
var h = img.naturalHeight; | |
var canvas = document.getElementById( canvasID ); | |
canvas.style.width = w + "px"; | |
canvas.style.height = h + "px"; | |
canvas.width = w; | |
canvas.height = h; | |
var context = canvas.getContext("2d"); | |
context.clearRect( 0, 0, w, h ); | |
context.drawImage( img, 0, 0 ); | |
if ( isNaN(radius) || radius < 1 ) return; | |
if ( blurAlphaChannel ) | |
stackBlurCanvasRGBA( canvasID, 0, 0, w, h, radius ); | |
else | |
stackBlurCanvasRGB( canvasID, 0, 0, w, h, radius ); | |
} | |
function stackBlurCanvasRGBA( id, top_x, top_y, width, height, radius ) | |
{ | |
if ( isNaN(radius) || radius < 1 ) return; | |
radius |= 0; | |
var canvas = document.getElementById( id ); | |
var context = canvas.getContext("2d"); | |
var imageData; | |
try { | |
try { | |
imageData = context.getImageData( top_x, top_y, width, height ); | |
} catch(e) { | |
// NOTE: this part is supposedly only needed if you want to work with local files | |
// so it might be okay to remove the whole try/catch block and just use | |
// imageData = context.getImageData( top_x, top_y, width, height ); | |
try { | |
netscape.security.PrivilegeManager.enablePrivilege("UniversalBrowserRead"); | |
imageData = context.getImageData( top_x, top_y, width, height ); | |
} catch(e) { | |
alert("Cannot access local image"); | |
throw new Error("unable to access local image data: " + e); | |
return; | |
} | |
} | |
} catch(e) { | |
alert("Cannot access image"); | |
throw new Error("unable to access image data: " + e); | |
} | |
var pixels = imageData.data; | |
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; | |
var w4 = width << 2; | |
var widthMinus1 = width - 1; | |
var heightMinus1 = height - 1; | |
var radiusPlus1 = radius + 1; | |
var sumFactor = radiusPlus1 * ( radiusPlus1 + 1 ) / 2; | |
var stackStart = new BlurStack(); | |
var stack = stackStart; | |
for ( i = 1; i < div; i++ ) | |
{ | |
stack = stack.next = new BlurStack(); | |
if ( i == radiusPlus1 ) var stackEnd = stack; | |
} | |
stack.next = stackStart; | |
var stackIn = null; | |
var stackOut = null; | |
yw = yi = 0; | |
var mul_sum = mul_table[radius]; | |
var shg_sum = shg_table[radius]; | |
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; | |
} | |
} | |
context.putImageData( imageData, top_x, top_y ); | |
} | |
function stackBlurCanvasRGB( id, top_x, top_y, width, height, radius ) | |
{ | |
if ( isNaN(radius) || radius < 1 ) return; | |
radius |= 0; | |
var canvas = document.getElementById( id ); | |
var context = canvas.getContext("2d"); | |
var imageData; | |
try { | |
try { | |
imageData = context.getImageData( top_x, top_y, width, height ); | |
} catch(e) { | |
// NOTE: this part is supposedly only needed if you want to work with local files | |
// so it might be okay to remove the whole try/catch block and just use | |
// imageData = context.getImageData( top_x, top_y, width, height ); | |
try { | |
netscape.security.PrivilegeManager.enablePrivilege("UniversalBrowserRead"); | |
imageData = context.getImageData( top_x, top_y, width, height ); | |
} catch(e) { | |
alert("Cannot access local image"); | |
throw new Error("unable to access local image data: " + e); | |
return; | |
} | |
} | |
} catch(e) { | |
alert("Cannot access image"); | |
throw new Error("unable to access image data: " + e); | |
} | |
var pixels = imageData.data; | |
var x, y, i, p, yp, yi, yw, r_sum, g_sum, b_sum, | |
r_out_sum, g_out_sum, b_out_sum, | |
r_in_sum, g_in_sum, b_in_sum, | |
pr, pg, pb, rbs; | |
var div = radius + radius + 1; | |
var w4 = width << 2; | |
var widthMinus1 = width - 1; | |
var heightMinus1 = height - 1; | |
var radiusPlus1 = radius + 1; | |
var sumFactor = radiusPlus1 * ( radiusPlus1 + 1 ) / 2; | |
var stackStart = new BlurStack(); | |
var stack = stackStart; | |
for ( i = 1; i < div; i++ ) | |
{ | |
stack = stack.next = new BlurStack(); | |
if ( i == radiusPlus1 ) var stackEnd = stack; | |
} | |
stack.next = stackStart; | |
var stackIn = null; | |
var stackOut = null; | |
yw = yi = 0; | |
var mul_sum = mul_table[radius]; | |
var shg_sum = shg_table[radius]; | |
for ( y = 0; y < height; y++ ) | |
{ | |
r_in_sum = g_in_sum = b_in_sum = r_sum = g_sum = b_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] ); | |
r_sum += sumFactor * pr; | |
g_sum += sumFactor * pg; | |
b_sum += sumFactor * pb; | |
stack = stackStart; | |
for( i = 0; i < radiusPlus1; i++ ) | |
{ | |
stack.r = pr; | |
stack.g = pg; | |
stack.b = pb; | |
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; | |
r_in_sum += pr; | |
g_in_sum += pg; | |
b_in_sum += pb; | |
stack = stack.next; | |
} | |
stackIn = stackStart; | |
stackOut = stackEnd; | |
for ( x = 0; x < width; x++ ) | |
{ | |
pixels[yi] = (r_sum * mul_sum) >> shg_sum; | |
pixels[yi+1] = (g_sum * mul_sum) >> shg_sum; | |
pixels[yi+2] = (b_sum * mul_sum) >> shg_sum; | |
r_sum -= r_out_sum; | |
g_sum -= g_out_sum; | |
b_sum -= b_out_sum; | |
r_out_sum -= stackIn.r; | |
g_out_sum -= stackIn.g; | |
b_out_sum -= stackIn.b; | |
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]); | |
r_sum += r_in_sum; | |
g_sum += g_in_sum; | |
b_sum += b_in_sum; | |
stackIn = stackIn.next; | |
r_out_sum += ( pr = stackOut.r ); | |
g_out_sum += ( pg = stackOut.g ); | |
b_out_sum += ( pb = stackOut.b ); | |
r_in_sum -= pr; | |
g_in_sum -= pg; | |
b_in_sum -= pb; | |
stackOut = stackOut.next; | |
yi += 4; | |
} | |
yw += width; | |
} | |
for ( x = 0; x < width; x++ ) | |
{ | |
g_in_sum = b_in_sum = r_in_sum = g_sum = b_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]); | |
r_sum += sumFactor * pr; | |
g_sum += sumFactor * pg; | |
b_sum += sumFactor * pb; | |
stack = stackStart; | |
for( i = 0; i < radiusPlus1; i++ ) | |
{ | |
stack.r = pr; | |
stack.g = pg; | |
stack.b = pb; | |
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; | |
r_in_sum += pr; | |
g_in_sum += pg; | |
b_in_sum += pb; | |
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] = (r_sum * mul_sum) >> shg_sum; | |
pixels[p+1] = (g_sum * mul_sum) >> shg_sum; | |
pixels[p+2] = (b_sum * mul_sum) >> shg_sum; | |
r_sum -= r_out_sum; | |
g_sum -= g_out_sum; | |
b_sum -= b_out_sum; | |
r_out_sum -= stackIn.r; | |
g_out_sum -= stackIn.g; | |
b_out_sum -= stackIn.b; | |
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])); | |
stackIn = stackIn.next; | |
r_out_sum += ( pr = stackOut.r ); | |
g_out_sum += ( pg = stackOut.g ); | |
b_out_sum += ( pb = stackOut.b ); | |
r_in_sum -= pr; | |
g_in_sum -= pg; | |
b_in_sum -= pb; | |
stackOut = stackOut.next; | |
yi += width; | |
} | |
} | |
context.putImageData( imageData, top_x, top_y ); | |
} | |
function BlurStack() | |
{ | |
this.r = 0; | |
this.g = 0; | |
this.b = 0; | |
this.a = 0; | |
this.next = null; | |
} |
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i didn't get this