1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
426
427
428
429
430
431
432
433
434
435
436
437
438
439
440
441
442
443
444
445
446
447
448
449
450
451
452
453
454
455
456
457
458
459
460
461
462
463
464
465
466
467
468
469
470
471
472
473
474
475
476
477
478
479
480
481
482
483
484
485
486
487
488
489
490
491
492
|
//
// AggPas 2.4 RM3 Demo application
// Note: Press F1 key on run to see more info about this demo
//
// Paths: ..;..\ctrl;..\svg;..\util;..\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.
|