/* -*- Mode: C++; tab-width: 4; indent-tabs-mode: nil; c-basic-offset: 4 -*- * This Source Code Form is subject to the terms of the Mozilla Public * License, v. 2.0. If a copy of the MPL was not distributed with this * file, You can obtain one at http://mozilla.org/MPL/2.0/. */ #ifndef GFX_BLUR_H #define GFX_BLUR_H #include "gfxTypes.h" #include "nsSize.h" #include "nsAutoPtr.h" #include "gfxPoint.h" #include "mozilla/RefPtr.h" class gfxContext; class gfxImageSurface; struct gfxRect; struct gfxRGBA; class gfxCornerSizes; class gfxMatrix; namespace mozilla { namespace gfx { class AlphaBoxBlur; class SourceSurface; class DrawTarget; } } /** * 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 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 nullptr 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 nullptr 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); /** * 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); /** * Blurs a coloured rectangle onto aDestinationCtx. This is equivalent * to calling Init(), drawing a rectangle onto the returned surface * and then calling Paint, but may let us optimize better in the * backend. * * @param aDestinationCtx The destination to blur to. * @param aRect The rectangle to blur in device pixels. * @param aCornerRadii Corner radii for aRect, if it is a rounded * rectangle. * @param aBlurRadius The standard deviation of the blur. * @param aShadowColor The color to draw the blurred shadow. * @param aDirtyRect An area in device pixels that is dirty and needs * to be redrawn. * @param aSkipRect An area in device pixels to avoid blurring over, * to prevent unnecessary work. */ static void BlurRectangle(gfxContext *aDestinationCtx, const gfxRect& aRect, gfxCornerSizes* aCornerRadii, const gfxPoint& aBlurStdDev, const gfxRGBA& aShadowColor, const gfxRect& aDirtyRect, const gfxRect& aSkipRect); protected: /** * The context of the temporary alpha surface. */ nsRefPtr mContext; /** * The temporary alpha surface. */ nsAutoArrayPtr mData; /** * The object that actually does the blurring for us. */ mozilla::gfx::AlphaBoxBlur *mBlur; }; #endif /* GFX_BLUR_H */