/* -*- Mode: C++; tab-width: 4; indent-tabs-mode: nil; c-basic-offset: 4 -*- * ***** BEGIN LICENSE BLOCK ***** * Version: MPL 1.1/GPL 2.0/LGPL 2.1 * * The contents of this file are subject to the Mozilla Public License Version * 1.1 (the "License"); you may not use this file except in compliance with * the License. You may obtain a copy of the License at * http://www.mozilla.org/MPL/ * * Software distributed under the License is distributed on an "AS IS" basis, * WITHOUT WARRANTY OF ANY KIND, either express or implied. See the License * for the specific language governing rights and limitations under the * License. * * The Original Code is gfx thebes code. * * The Initial Developer of the Original Code is Mozilla Foundation. * Portions created by the Initial Developer are Copyright (C) 2008 * the Initial Developer. All Rights Reserved. * * Contributor(s): * Eric Butler * * Alternatively, the contents of this file may be used under the terms of * either the GNU General Public License Version 2 or later (the "GPL"), or * the GNU Lesser General Public License Version 2.1 or later (the "LGPL"), * in which case the provisions of the GPL or the LGPL are applicable instead * of those above. If you wish to allow use of your version of this file only * under the terms of either the GPL or the LGPL, and not to allow others to * use your version of this file under the terms of the MPL, indicate your * decision by deleting the provisions above and replace them with the notice * and other provisions required by the GPL or the LGPL. If you do not delete * the provisions above, a recipient may use your version of this file under * the terms of any one of the MPL, the GPL or the LGPL. * * ***** END LICENSE BLOCK ***** */ #ifndef GFX_BLUR_H #define GFX_BLUR_H #include "gfxContext.h" #include "gfxImageSurface.h" #include "gfxTypes.h" #include "gfxUtils.h" #include "nsRect.h" /** * Implementation of a triple box blur approximation of a Gaussian blur. * * A Gaussian blur is good for blurring because, when done independently * in the horizontal and vertical directions, it matches the result that * would be obtained using a different (rotated) set of axes. A triple * box blur is a very close approximation of a Gaussian. * * Creates an 8-bit alpha channel context for callers to draw in, * spreads the contents of that context, blurs the contents, and applies * it as an alpha mask on a different existing context. * * A spread N makes each output pixel the maximum value of all source * pixels within a square of side length 2N+1 centered on the output pixel. * * A temporary surface is created in the Init function. The caller then draws * any desired content onto the context acquired through GetContext, and lastly * calls Paint to apply the blurred content as an alpha mask. */ class THEBES_API gfxAlphaBoxBlur { public: gfxAlphaBoxBlur(); ~gfxAlphaBoxBlur(); /** * Constructs a box blur and initializes the temporary surface. * @param aRect The coordinates of the surface to create in device units. * * @param aBlurRadius The blur radius in pixels. This is the radius of * the entire (triple) kernel function. Each individual box blur has * radius approximately 1/3 this value, or diameter approximately 2/3 * this value. This parameter should nearly always be computed using * CalculateBlurRadius, below. * * @param aDirtyRect A pointer to a dirty rect, measured in device units, if available. * This will be used for optimizing the blur operation. It is safe to pass NULL here. * * @param aSkipRect A pointer to a rect, measured in device units, that represents an area * where blurring is unnecessary and shouldn't be done for speed reasons. It is safe to * pass NULL here. */ gfxContext* Init(const gfxRect& aRect, const gfxIntSize& aSpreadRadius, const gfxIntSize& aBlurRadius, const gfxRect* aDirtyRect, const gfxRect* aSkipRect); /** * Returns the context that should be drawn to supply the alpha mask to be * blurred. If the returned surface is null, then there was an error in * its creation. */ gfxContext* GetContext() { return mContext; } /** * Does the actual blurring/spreading and mask applying. Users of this * object must have drawn whatever they want to be blurred onto the internal * gfxContext returned by GetContext before calling this. * * @param aDestinationCtx The graphics context on which to apply the * blurred mask. */ void Paint(gfxContext* aDestinationCtx, const gfxPoint& offset = gfxPoint(0.0, 0.0)); /** * Calculates a blur radius that, when used with box blur, approximates * a Gaussian blur with the given standard deviation. The result of * this function should be used as the aBlurRadius parameter to Init, * above. */ static gfxIntSize CalculateBlurRadius(const gfxPoint& aStandardDeviation); protected: /** * The spread radius, in pixels. */ gfxIntSize mSpreadRadius; /** * The blur radius, in pixels. */ gfxIntSize mBlurRadius; /** * The context of the temporary alpha surface. */ nsRefPtr mContext; /** * The temporary alpha surface. */ nsRefPtr mImageSurface; /** * A copy of the dirty rect passed to Init(). This will only be valid if * mHasDirtyRect is TRUE. */ gfxRect mDirtyRect; /** * A rect indicating the area where blurring is unnecessary, and the blur * algorithm should skip over it. */ nsIntRect mSkipRect; bool mHasDirtyRect; }; #endif /* GFX_BLUR_H */