#include //////////////////////////////////////////////////////////////////////////////// #define ACCESS_COEF(ptr, offset) (*(ptr + offset)) #define ACCESS_A0(ptr) ACCESS_COEF(ptr, 0) #define ACCESS_A1(ptr) ACCESS_COEF(ptr, 1) #define ACCESS_A2(ptr) ACCESS_COEF(ptr, 2) #define ACCESS_A3(ptr) ACCESS_COEF(ptr, 3) #define ACCESS_B1(ptr) ACCESS_COEF(ptr, 4) #define ACCESS_B2(ptr) ACCESS_COEF(ptr, 5) #define ACCESS_LEFT_CORNER(ptr) ACCESS_COEF(ptr, 6) #define ACCESS_RIGHT_CORNER(ptr) ACCESS_COEF(ptr, 7) // We should use exp implementation from JS extern double exp(); void __build_gaussian_coefs(float radius, float* coefs) { double a = 1.6939718862199047 / radius; double g1 = exp(-a); double g2 = exp(-2 * a); double k = (1 - g1) * (1 - g1) / (1 + 2 * a * g1 - g2); double a0 = k; double a1 = k * (a - 1) * g1; double a2 = k * (a + 1) * g1; double a3 = -k * g2; double b1 = 2 * g1; double b2 = -g2; double left_corner = (a0 + a1) / (1 - b1 - b2); double right_corner = (a2 + a3) / (1 - b1 - b2); ACCESS_A0(coefs) = a0; ACCESS_A1(coefs) = a1; ACCESS_A2(coefs) = a2; ACCESS_A3(coefs) = a3; ACCESS_B1(coefs) = b1; ACCESS_B2(coefs) = b2; ACCESS_LEFT_CORNER(coefs) = left_corner; ACCESS_RIGHT_CORNER(coefs) = right_corner; } void __gauss16_line(uint16_t* src, uint16_t* out, float* line, float* coefs, uint32_t width, uint32_t height) { float a0 = ACCESS_A0(coefs); float a1 = ACCESS_A1(coefs); float a2 = ACCESS_A2(coefs); float a3 = ACCESS_A3(coefs); float b1 = ACCESS_B1(coefs); float b2 = ACCESS_B2(coefs); double prev_src; double curr_src; double curr_out; double prev_out; double prev_prev_out; // left to right prev_src = (double)(*src); prev_prev_out = prev_src * ACCESS_LEFT_CORNER(coefs); prev_out = prev_prev_out; for (int32_t i = width - 1; i >= 0; i--) { curr_src = (double)(*src++); curr_out = curr_src * a0 + prev_src * a1 + prev_out * b1 + prev_prev_out * b2; prev_prev_out = prev_out; prev_out = curr_out; prev_src = curr_src; *line = prev_out; line++; } src--; line--; out += height * (width - 1); // right to left prev_src = (double)(*src); prev_prev_out = prev_src * ACCESS_RIGHT_CORNER(coefs); prev_out = prev_prev_out; curr_src = prev_src; for (int32_t i = width - 1; i >= 0; i--) { curr_out = curr_src * a2 + prev_src * a3 + prev_out * b1 + prev_prev_out * b2; prev_prev_out = prev_out; prev_out = curr_out; prev_src = curr_src; curr_src = (double)(*src--); *out = (*line--) + prev_out; out -= height; } } void blurMono16(uint32_t offset_src, uint32_t offset_out, uint32_t offset_tmp_out, uint32_t offset_line, uint32_t offset_coefs, uint32_t width, uint32_t height, float radius) { uint8_t* memory = 0; uint16_t* src = (uint16_t*)(memory + offset_src); uint16_t* out = (uint16_t*)(memory + offset_out); uint16_t* tmp_out = (uint16_t*)(memory + offset_tmp_out); float* tmp_line = (float*)(memory + offset_line); float* coefs = (float*)(memory + offset_coefs); // Quick exit on zero radius if (!radius) return; if (radius < 0.5) radius = 0.5; __build_gaussian_coefs(radius, coefs); int line; uint16_t* src_line_offset; uint16_t* out_col_offset; // Horizontal pass + transpose image for(line = 0; line < height; line++) { src_line_offset = src + line * width; out_col_offset = tmp_out + line; __gauss16_line(src_line_offset, out_col_offset, tmp_line, coefs, width, height); } // Vertical pass (horisontal over transposed) + transpose back for(line = 0; line < width; line++) { src_line_offset = tmp_out + line * height; out_col_offset = out + line; __gauss16_line(src_line_offset, out_col_offset, tmp_line, coefs, height, width); } } //////////////////////////////////////////////////////////////////////////////// #define R(x) ((uint8_t)(x)) #define G(x) ((uint8_t)((x) >> 8)) #define B(x) ((uint8_t)((x) >> 16)) #define Max(r, g, b) (uint16_t)(((r >= g && r >= b) ? r : (g >= b && g >= r) ? g : b) << 8); void hsv_v16(uint32_t offset_src, uint32_t offset_dst, uint32_t width, uint32_t height) { uint8_t* memory = 0; uint32_t size = width * height; uint32_t limit = size - 3; uint32_t* src = (uint32_t*)(memory + offset_src); uint16_t* dst = (uint16_t*)(memory + offset_dst); uint32_t rgba; while (size--) { rgba = *src++; *dst++ = Max(R(rgba), G(rgba), B(rgba)); } } //////////////////////////////////////////////////////////////////////////////// void unsharp(uint32_t img_offset, uint32_t dst_offset, uint32_t brightness_offset, uint32_t blur_offset, uint32_t width, uint32_t height, uint32_t amount, uint32_t threshold) { uint8_t* memory = 0; int iTimes4; int32_t v1 = 0; int32_t v2 = 0; uint32_t vmul = 0; int32_t diff = 0; uint32_t diffabs = 0; int32_t amountFp = ((float)amount * 0x1000 / 100 + 0.5); uint32_t thresholdFp = threshold << 8; uint32_t size = width * height; uint32_t i = 0; uint8_t* img = memory + img_offset; uint8_t* dst = memory + dst_offset; uint16_t* brightness = (uint16_t*)(memory + brightness_offset); uint16_t* blured = (uint16_t*)(memory + blur_offset); for (; i < size; ++i) { v1 = brightness[i]; diff = v1 - blured[i]; diffabs = diff < 0 ? -diff : diff; if (diffabs >= thresholdFp) { // add unsharp mask to the brightness channel v2 = v1 + ((amountFp * diff + 0x800) >> 12); // Both v1 and v2 are within [0.0 .. 255.0] (0000-FF00) range, never going into // [255.003 .. 255.996] (FF01-FFFF). This allows to round this value as (x+.5)|0 // later without overflowing. v2 = v2 > 0xff00 ? 0xff00 : v2; v2 = v2 < 0x0000 ? 0x0000 : v2; // Avoid division by 0. V=0 means rgb(0,0,0), unsharp with unsharpAmount>0 cannot // change this value (because diff between colors gets inflated), so no need to verify correctness. v1 = v1 != 0 ? v1 : 1; // Multiplying V in HSV model by a constant is equivalent to multiplying each component // in RGB by the same constant (same for HSL), see also: // https://beesbuzz.biz/code/16-hsv-color-transforms vmul = ((v2 << 12) / v1)|0; // Result will be in [0..255] range because: // - all numbers are positive // - r,g,b <= (v1/256) // - r,g,b,(v1/256),(v2/256) <= 255 // So highest this number can get is X*255/X+0.5=255.5 which is < 256 and rounds down. iTimes4 = i * 4; img[iTimes4] = (img[iTimes4] * vmul + 0x800) >> 12; // R img[iTimes4 + 1] = (img[iTimes4 + 1] * vmul + 0x800) >> 12; // G img[iTimes4 + 2] = (img[iTimes4 + 2] * vmul + 0x800) >> 12; // B } } }