lazarus/components/aggpas/blur.dpr
mattias 36a2b1ea07 added aggpas
git-svn-id: trunk@21942 -
2009-10-01 12:24:32 +00:00

492 lines
12 KiB
ObjectPascal

//
// AggPas 2.4 RM3 Demo application
// Note: Press F1 key on run to see more info about this demo
//
// Paths: src;src\ctrl;src\svg;src\util;src\platform\win;expat-wrap
//
program
blur ;
uses
agg_basics ,
agg_platform_support ,
agg_ctrl ,
agg_slider_ctrl ,
agg_rbox_ctrl ,
agg_cbox_ctrl ,
agg_polygon_ctrl ,
agg_color ,
agg_pixfmt ,
agg_pixfmt_rgb ,
agg_pixfmt_rgba ,
agg_pixfmt_gray ,
agg_renderer_base ,
agg_rendering_buffer ,
agg_rasterizer_scanline_aa ,
agg_conv_curve ,
agg_conv_contour ,
agg_conv_stroke ,
agg_conv_transform ,
agg_scanline_p ,
agg_render_scanlines ,
agg_renderer_scanline ,
agg_bounding_rect ,
agg_trans_perspective ,
agg_path_storage ,
agg_trans_affine ,
agg_gsv_text ,
agg_blur ;
{$I agg_mode.inc }
const
flip_y = true;
type
the_application = object(platform_support )
private
m_method : rbox_ctrl;
m_radius : slider_ctrl;
m_shadow_ctrl : polygon_ctrl;
m_channel_r ,
m_channel_g ,
m_channel_b ,
m_ctrl_bott : cbox_ctrl;
m_path : path_storage;
m_shape : conv_curve;
m_ras : rasterizer_scanline_aa;
m_sl : scanline_p8;
m_rbuf2 : rendering_buffer;
m_stack_blur : stack_blur;
m_recursive_blur : recursive_blur;
m_shape_bounds : rect_d;
public
constructor Construct(format_ : pix_format_e; flip_y_ : boolean );
destructor Destruct;
procedure on_draw; virtual;
procedure on_mouse_move (x ,y : int; flags : unsigned ); virtual;
procedure on_mouse_button_down(x ,y : int; flags : unsigned ); virtual;
procedure on_mouse_button_up (x ,y : int; flags : unsigned ); virtual;
procedure on_key(x ,y : int; key ,flags : unsigned ); virtual;
end;
{ CONSTRUCT }
constructor the_application.Construct;
var
mtx : trans_affine;
tas : trans_affine_scaling;
tat : trans_affine_translation;
clr : aggclr;
begin
inherited Construct(format_ ,flip_y_ );
m_method.Construct(10.0 ,10.0 ,150.0 ,85.0 ,not flip_y_ );
m_radius.Construct(150 + 10.0 ,10.0 + 4.0 ,130 + 300.0 ,10.0 + 8.0 + 4.0 ,not flip_y_ );
m_shadow_ctrl.Construct(4 );
m_channel_r.Construct(10.0 ,95.0 ,'Red' ,not flip_y_ );
m_channel_g.Construct(10.0 ,110.0 ,'Green' ,not flip_y_ );
m_channel_b.Construct(10.0 ,125.0 ,'Blue' ,not flip_y_ );
m_ctrl_bott.Construct(285 ,30 ,'Draw controls first' ,not flip_y_ );
m_path.Construct;
m_shape.Construct(@m_path );
m_ras.Construct;
m_sl.Construct;
m_rbuf2.Construct;
m_shape_bounds.Construct;
m_stack_blur.Construct;
m_recursive_blur.Construct;
add_ctrl(@m_method );
m_method.text_size_(8 );
m_method.add_item ('Stack Blur - Fast' );
m_method.add_item ('Stack Blur' );
m_method.add_item ('Recursive Blur' );
m_method.add_item ('Channels' );
m_method.cur_item_ (0 );
m_method.no_transform;
add_ctrl(@m_radius );
m_radius.range_(0.0 ,40.0 );
m_radius.value_(15.0 );
m_radius.label_('Blur Radius=%1.2f' );
m_radius.no_transform;
add_ctrl(@m_shadow_ctrl );
m_shadow_ctrl.in_polygon_check_(true );
m_shadow_ctrl.no_transform;
add_ctrl(@m_channel_r );
m_channel_r.no_transform;
add_ctrl(@m_channel_g );
m_channel_g.status_(true );
m_channel_g.no_transform;
add_ctrl(@m_channel_b );
m_channel_b.no_transform;
add_ctrl(@m_ctrl_bott );
m_ctrl_bott.no_transform;
m_path.remove_all;
m_path.move_to(28.47 ,6.45 );
m_path.curve3 (21.58 ,1.12 ,19.82 ,0.29 );
m_path.curve3 (17.19 ,-0.93 ,14.21 ,-0.93 );
m_path.curve3 (9.57 ,-0.93 ,6.57 ,2.25 );
m_path.curve3 (3.56 ,5.42 ,3.56 ,10.60 );
m_path.curve3 (3.56 ,13.87 ,5.03 ,16.26 );
m_path.curve3 (7.03 ,19.58 ,11.99 ,22.51 );
m_path.curve3 (16.94 ,25.44 ,28.47 ,29.64 );
m_path.line_to(28.47 ,31.40 );
m_path.curve3 (28.47 ,38.09 ,26.34 ,40.58 );
m_path.curve3 (24.22 ,43.07 ,20.17 ,43.07 );
m_path.curve3 (17.09 ,43.07 ,15.28 ,41.41 );
m_path.curve3 (13.43 ,39.75 ,13.43 ,37.60 );
m_path.line_to(13.53 ,34.77 );
m_path.curve3 (13.53 ,32.52 ,12.38 ,31.30 );
m_path.curve3 (11.23 ,30.08 ,9.38 ,30.08 );
m_path.curve3 (7.57 ,30.08 ,6.42 ,31.35 );
m_path.curve3 (5.27 ,32.62 ,5.27 ,34.81 );
m_path.curve3 (5.27 ,39.01 ,9.57 ,42.53 );
m_path.curve3 (13.87 ,46.04 ,21.63 ,46.04 );
m_path.curve3 (27.59 ,46.04 ,31.40 ,44.04 );
m_path.curve3 (34.28 ,42.53 ,35.64 ,39.31 );
m_path.curve3 (36.52 ,37.21 ,36.52 ,30.71 );
m_path.line_to(36.52 ,15.53 );
m_path.curve3 (36.52 ,9.13 ,36.77 ,7.69 );
m_path.curve3 (37.01 ,6.25 ,37.57 ,5.76 );
m_path.curve3 (38.13 ,5.27 ,38.87 ,5.27 );
m_path.curve3 (39.65 ,5.27 ,40.23 ,5.62 );
m_path.curve3 (41.26 ,6.25 ,44.19 ,9.18 );
m_path.line_to(44.19 ,6.45 );
m_path.curve3 (38.72 ,-0.88 ,33.74 ,-0.88 );
m_path.curve3 (31.35 ,-0.88 ,29.93 ,0.78 );
m_path.curve3 (28.52 ,2.44 ,28.47 ,6.45 );
m_path.close_polygon;
m_path.move_to(28.47 ,9.62 );
m_path.line_to(28.47 ,26.66 );
m_path.curve3 (21.09 ,23.73 ,18.95 ,22.51 );
m_path.curve3 (15.09 ,20.36 ,13.43 ,18.02 );
m_path.curve3 (11.77 ,15.67 ,11.77 ,12.89 );
m_path.curve3 (11.77 ,9.38 ,13.87 ,7.06 );
m_path.curve3 (15.97 ,4.74 ,18.70 ,4.74 );
m_path.curve3 (22.41 ,4.74 ,28.47 ,9.62 );
m_path.close_polygon;
mtx.Construct;
tas.Construct(4.0 );
mtx.multiply (@tas );
tat.Construct(150 ,100 );
mtx.multiply (@tat );
m_path.transform(@mtx );
bounding_rect_single(
@m_shape ,0 ,
@m_shape_bounds.x1 ,@m_shape_bounds.y1 ,
@m_shape_bounds.x2 ,@m_shape_bounds.y2 );
m_shadow_ctrl.xn_ptr(0 )^:=m_shape_bounds.x1;
m_shadow_ctrl.yn_ptr(0 )^:=m_shape_bounds.y1;
m_shadow_ctrl.xn_ptr(1 )^:=m_shape_bounds.x2;
m_shadow_ctrl.yn_ptr(1 )^:=m_shape_bounds.y1;
m_shadow_ctrl.xn_ptr(2 )^:=m_shape_bounds.x2;
m_shadow_ctrl.yn_ptr(2 )^:=m_shape_bounds.y2;
m_shadow_ctrl.xn_ptr(3 )^:=m_shape_bounds.x1;
m_shadow_ctrl.yn_ptr(3 )^:=m_shape_bounds.y2;
clr.ConstrDbl(0 ,0.3 ,0.5 ,0.3 );
m_shadow_ctrl.line_color_(@clr );
end;
{ DESTRUCT }
destructor the_application.Destruct;
begin
inherited Destruct;
m_method.Destruct;
m_radius.Destruct;
m_shadow_ctrl.Destruct;
m_channel_r.Destruct;
m_channel_g.Destruct;
m_channel_b.Destruct;
m_ctrl_bott.Destruct;
m_path.Destruct;
m_shape.Destruct;
m_ras.Destruct;
m_sl.Destruct;
m_rbuf2.Destruct;
m_stack_blur.Destruct;
m_recursive_blur.Destruct;
end;
{ ON_DRAW }
procedure the_application.on_draw;
var
pixf ,pixf2 : pixel_formats;
renb : renderer_base;
rens : renderer_scanline_aa_solid;
rgba : aggclr;
shadow_persp : trans_perspective23;
shadow_trans : conv_transform;
bbox : rect_d;
tm : double;
buf : array[0..63 ] of char;
t : gsv_text;
st : conv_stroke;
begin
// Initialize structures
pixfmt_bgr24(pixf ,rbuf_window );
renb.Construct(@pixf );
rens.Construct(@renb );
rgba.ConstrDbl(1 ,1 ,1 );
renb.clear (@rgba );
m_ras.clip_box(0 ,0 ,_width ,_height );
shadow_persp.Construct(
m_shape_bounds.x1 ,m_shape_bounds.y1 ,
m_shape_bounds.x2 ,m_shape_bounds.y2 ,
m_shadow_ctrl._polygon );
shadow_trans.Construct(@m_shape ,@shadow_persp );
if m_ctrl_bott._status then
begin
render_ctrl(@m_ras ,@m_sl ,@rens ,@m_method );
render_ctrl(@m_ras ,@m_sl ,@rens ,@m_radius );
render_ctrl(@m_ras ,@m_sl ,@rens ,@m_channel_r );
render_ctrl(@m_ras ,@m_sl ,@rens ,@m_channel_g );
render_ctrl(@m_ras ,@m_sl ,@rens ,@m_channel_b );
end;
// Render shadow
m_ras.add_path(@shadow_trans );
rgba.ConstrDbl (0.2 ,0.3 ,0 );
rens.color_ (@rgba );
render_scanlines(@m_ras ,@m_sl ,@rens );
// Calculate the bounding box and extend it by the blur radius
bbox.Construct;
bounding_rect_single(@shadow_trans ,0 ,@bbox.x1 ,@bbox.y1 ,@bbox.x2 ,@bbox.y2 );
bbox.x1:=bbox.x1 - m_radius._value;
bbox.y1:=bbox.y1 - m_radius._value;
bbox.x2:=bbox.x2 + m_radius._value;
bbox.y2:=bbox.y2 + m_radius._value;
if m_method._cur_item = 2 then
begin
// The recursive blur method represents the true Gussian Blur,
// with theoretically infinite kernel. The restricted window size
// results in extra influence of edge pixels. It's impossible to
// solve correctly, but extending the right and top areas to another
// radius value produces fair result.
bbox.x2:=bbox.x2 + m_radius._value;
bbox.y2:=bbox.y2 + m_radius._value;
end;
start_timer;
if m_method._cur_item <> 3 then
begin
// Create a new pixel renderer and attach it to the main one as a child image.
// It returns true if the attachment suceeded. It fails if the rectangle
// (bbox) is fully clipped.
pixfmt_bgr24(pixf2 ,@m_rbuf2 );
if pixf2.attach(@pixf ,Trunc(bbox.x1 ) ,Trunc(bbox.y1 ) ,Trunc(bbox.x2 ) ,Trunc(bbox.y2 ) ) then
// Blur it
if m_method._cur_item = 0 then
// Faster, but bore specific.
// Works only for 8 bits per channel and only with radii <= 254.
stack_blur_rgb24(@pixf2 ,uround(m_radius._value ) ,uround(m_radius._value ) )
else
if m_method._cur_item = 1 then
// More general method, but 30-40% slower.
m_stack_blur.blur(@pixf2 ,uround(m_radius._value ) )
else
// True Gaussian Blur, 3-5 times slower than Stack Blur,
// but still constant time of radius. Very sensitive
// to precision, doubles are must here.
m_recursive_blur.blur(@pixf2 ,m_radius._value );
end
else
begin
// Blur separate channels
if m_channel_r._status then
begin
pixfmt_gray8_bgr24r(pixf2 ,@m_rbuf2 );
if pixf2.attach(@pixf ,Trunc(bbox.x1 ) ,Trunc(bbox.y1 ) ,Trunc(bbox.x2 ) ,Trunc(bbox.y2 ) ) then
stack_blur_gray8(@pixf2 ,uround(m_radius._value ) ,uround(m_radius._value ) );
end;
if m_channel_g._status then
begin
pixfmt_gray8_bgr24g(pixf2 ,@m_rbuf2 );
if pixf2.attach(@pixf ,Trunc(bbox.x1 ) ,Trunc(bbox.y1 ) ,Trunc(bbox.x2 ) ,Trunc(bbox.y2 ) ) then
stack_blur_gray8(@pixf2 ,uround(m_radius._value ) ,uround(m_radius._value ) );
end;
if m_channel_b._status then
begin
pixfmt_gray8_bgr24b(pixf2 ,@m_rbuf2 );
if pixf2.attach(@pixf ,Trunc(bbox.x1 ) ,Trunc(bbox.y1 ) ,Trunc(bbox.x2 ) ,Trunc(bbox.y2 ) ) then
stack_blur_gray8(@pixf2 ,uround(m_radius._value ) ,uround(m_radius._value ) );
end;
end;
tm:=elapsed_time;
render_ctrl(@m_ras ,@m_sl ,@rens ,@m_shadow_ctrl );
// Render the shape itself
m_ras.add_path(@m_shape );
rgba.ConstrDbl (0.6 ,0.9 ,0.7 ,0.8 );
rens.color_ (@rgba );
render_scanlines(@m_ras ,@m_sl ,@rens );
t.Construct;
t.size_ (10.0 );
st.Construct (@t );
st.width_ (1.5 );
sprintf (@buf[0 ] ,'%3.2f ms' ,tm );
t.start_point_(150.0, 30.0);
t.text_ (@buf[0 ] );
m_ras.add_path(@st );
rgba.ConstrDbl (0 ,0 ,0 );
rens.color_ (@rgba );
render_scanlines(@m_ras ,@m_sl ,@rens );
// Render the controls
if not m_ctrl_bott._status then
begin
render_ctrl(@m_ras ,@m_sl ,@rens ,@m_method );
render_ctrl(@m_ras ,@m_sl ,@rens ,@m_radius );
render_ctrl(@m_ras ,@m_sl ,@rens ,@m_channel_r );
render_ctrl(@m_ras ,@m_sl ,@rens ,@m_channel_g );
render_ctrl(@m_ras ,@m_sl ,@rens ,@m_channel_b );
end;
render_ctrl(@m_ras ,@m_sl ,@rens ,@m_ctrl_bott );
// Free Method Resources
t.Destruct;
st.Destruct;
end;
{ ON_MOUSE_MOVE }
procedure the_application.on_mouse_move;
begin
if flags and mouse_left <> 0 then
if m_shadow_ctrl.on_mouse_move(x ,y ,false ) then
force_redraw;
if flags and mouse_left = 0 then
on_mouse_button_up(x ,y ,flags );
end;
{ ON_MOUSE_BUTTON_DOWN }
procedure the_application.on_mouse_button_down;
begin
if flags and mouse_left <> 0 then
if m_shadow_ctrl.on_mouse_button_down(x ,y ) then
force_redraw;
end;
{ ON_MOUSE_BUTTON_UP }
procedure the_application.on_mouse_button_up;
begin
if m_shadow_ctrl.on_mouse_button_up(x ,y ) then
force_redraw;
end;
{ ON_KEY }
procedure the_application.on_key;
begin
if key = key_f1 then
message_(
'Now you can blur rendered images rather fast!'#13 +
'There two algorithms are used: Stack Blur by Mario Klingemann '#13 +
'and Fast Recursive Gaussian Filter. The speed of both methods'#13 +
'does not depend on the filter radius. Mario''s method works 3-5'#13 +
'times faster; it doesn''t produce exactly Gaussian response,'#13 +
'but pretty fair for most practical purposes. The recursive filter'#13 +
'uses floating point arithmetic and works slower. But it is true'#13 +
'Gaussian filter, with theoretically infinite impulse response.'#13 +
'The radius (actually 2*sigma value) can be fractional and the'#13 +
'filter produces quite adequate result.' );
end;
VAR
app : the_application;
BEGIN
app.Construct(pix_format_bgr24 ,flip_y );
app.caption_ ('AGG Example. Gaussian and Stack Blur (F1-Help)' );
if app.init(440 ,330 ,window_resize ) then
app.run;
app.Destruct;
END.