Optimizations

git-svn-id: http://svn.code.sf.net/p/greenshot/code/trunk@1650 7dccd23d-a4a3-4e1f-8c07-b4c1b4018ab4
This commit is contained in:
RKrom 2012-02-10 15:34:40 +00:00
parent cbf2fae360
commit 7591fa993b
6 changed files with 259 additions and 200 deletions

View file

@ -368,191 +368,192 @@ namespace GreenshotPlugin.Core {
}
/// <summary>
/// Apply sourceBitmap with a blur to the targetGraphics
/// Create a new bitmap with the sourceBitmap blurred
/// </summary>
/// <param name="targetGraphics">Target to draw to</param>
/// <param name="sourceBitmap">Source to blur</param>
/// <param name="rect">Area to blur</param>
/// <param name="export">Use full quality</param>
/// <param name="applyRect">Area to blur</param>
/// <param name="useExportQuality">Use best quality</param>
/// <param name="blurRadius">Radius of the blur</param>
/// <param name="previewQuality">Quality, use 1d for normal anything less skipps calculations</param>
/// <param name="invert">true if the blur needs to occur outside of the area</param>
/// <param name="parentBounds">Rectangle limiting the area when using invert</param>
public static void ApplyBlur(Graphics targetGraphics, Bitmap sourceBitmap, Rectangle rect, bool export, int blurRadius, double previewQuality, bool invert, Rectangle parentBounds) {
Rectangle applyRect = CreateIntersectRectangle(sourceBitmap.Size, rect, invert);
public static unsafe Bitmap CreateBlur(Bitmap sourceBitmap, Rectangle applyRect, bool useExportQuality, int blurRadius, double previewQuality, bool invert, Rectangle parentBounds) {
if (applyRect.Height <= 0 || applyRect.Width <= 0) {
return;
return null;
}
// do nothing when nothing can be done!
if (blurRadius < 1) {
return;
return null;
}
Color nullColor = Color.White;
byte[] nullColor = new byte[] { 255, 255, 255, 255 };
if (sourceBitmap.PixelFormat == PixelFormat.Format32bppArgb) {
nullColor = Color.Transparent;
nullColor = new byte[] { 0, 0, 0, 0 };
}
byte[] settingColor = new byte[4];
byte[] readingColor = new byte[4];
using (BitmapBuffer bbbDest = new BitmapBuffer(sourceBitmap, applyRect, true)) {
bbbDest.Lock();
using (BitmapBuffer bbbSrc = new BitmapBuffer(sourceBitmap, applyRect, false)) {
bbbSrc.Lock();
Random rand = new Random();
unchecked {
int r = blurRadius;
int[] w = CreateGaussianBlurRow(r);
int wlen = w.Length;
long* waSums = stackalloc long[wlen];
long* wcSums = stackalloc long[wlen];
long* aSums = stackalloc long[wlen];
long* rSums = stackalloc long[wlen];
long* gSums = stackalloc long[wlen];
long* bSums = stackalloc long[wlen];
for (int y = 0; y < applyRect.Height; ++y) {
long waSum = 0;
long wcSum = 0;
long aSum = 0;
long rSum = 0;
long gSum = 0;
long bSum = 0;
int r = blurRadius;
int[] w = CreateGaussianBlurRow(r);
int wlen = w.Length;
long[] waSums = new long[wlen];
long[] wcSums = new long[wlen];
long[] aSums = new long[wlen];
long[] rSums = new long[wlen];
long[] gSums = new long[wlen];
long[] bSums = new long[wlen];
for (int y = 0; y < applyRect.Height; ++y) {
long waSum = 0;
long wcSum = 0;
long aSum = 0;
long rSum = 0;
long gSum = 0;
long bSum = 0;
for (int wx = 0; wx < wlen; ++wx) {
int srcX = wx - r;
waSums[wx] = 0;
wcSums[wx] = 0;
aSums[wx] = 0;
rSums[wx] = 0;
gSums[wx] = 0;
bSums[wx] = 0;
for (int wx = 0; wx < wlen; ++wx) {
int srcX = wx - r;
waSums[wx] = 0;
wcSums[wx] = 0;
aSums[wx] = 0;
rSums[wx] = 0;
gSums[wx] = 0;
bSums[wx] = 0;
if (srcX >= 0 && srcX < bbbDest.Width) {
for (int wy = 0; wy < wlen; ++wy) {
int srcY = y + wy - r;
if (srcX >= 0 && srcX < bbbDest.Width) {
for (int wy = 0; wy < wlen; ++wy) {
int srcY = y + wy - r;
if (srcY >= 0 && srcY < bbbDest.Height) {
bbbSrc.GetColorIn(srcX, srcY, readingColor);
int wp = w[wy];
if (srcY >= 0 && srcY < bbbDest.Height) {
int[] colors = bbbSrc.GetColorArrayAt(srcX, srcY);
int wp = w[wy];
waSums[wx] += wp;
wp *= readingColor[0] + (readingColor[0] >> 7);
wcSums[wx] += wp;
wp >>= 8;
waSums[wx] += wp;
wp *= colors[0] + (colors[0] >> 7);
wcSums[wx] += wp;
wp >>= 8;
aSums[wx] += wp * colors[0];
rSums[wx] += wp * colors[1];
gSums[wx] += wp * colors[2];
bSums[wx] += wp * colors[3];
aSums[wx] += wp * readingColor[0];
rSums[wx] += wp * readingColor[1];
gSums[wx] += wp * readingColor[2];
bSums[wx] += wp * readingColor[3];
}
}
int wwx = w[wx];
waSum += wwx * waSums[wx];
wcSum += wwx * wcSums[wx];
aSum += wwx * aSums[wx];
rSum += wwx * rSums[wx];
gSum += wwx * gSums[wx];
bSum += wwx * bSums[wx];
}
int wwx = w[wx];
waSum += wwx * waSums[wx];
wcSum += wwx * wcSums[wx];
aSum += wwx * aSums[wx];
rSum += wwx * rSums[wx];
gSum += wwx * gSums[wx];
bSum += wwx * bSums[wx];
}
}
wcSum >>= 8;
if (parentBounds.Contains(applyRect.Left, applyRect.Top + y) ^ invert) {
if (waSum == 0 || wcSum == 0) {
bbbDest.SetColorAt(0, y, nullColor);
} else {
int alpha = (int)(aSum / waSum);
int red = (int)(rSum / wcSum);
int green = (int)(gSum / wcSum);
int blue = (int)(bSum / wcSum);
bbbDest.SetColorAt(0, y, Color.FromArgb(alpha, red, green, blue));
}
}
for (int x = 1; x < applyRect.Width; ++x) {
for (int i = 0; i < wlen - 1; ++i) {
waSums[i] = waSums[i + 1];
wcSums[i] = wcSums[i + 1];
aSums[i] = aSums[i + 1];
rSums[i] = rSums[i + 1];
gSums[i] = gSums[i + 1];
bSums[i] = bSums[i + 1];
}
waSum = 0;
wcSum = 0;
aSum = 0;
rSum = 0;
gSum = 0;
bSum = 0;
int wx;
for (wx = 0; wx < wlen - 1; ++wx) {
long wwx = (long)w[wx];
waSum += wwx * waSums[wx];
wcSum += wwx * wcSums[wx];
aSum += wwx * aSums[wx];
rSum += wwx * rSums[wx];
gSum += wwx * gSums[wx];
bSum += wwx * bSums[wx];
}
wx = wlen - 1;
waSums[wx] = 0;
wcSums[wx] = 0;
aSums[wx] = 0;
rSums[wx] = 0;
gSums[wx] = 0;
bSums[wx] = 0;
int srcX = x + wx - r;
if (srcX >= 0 && srcX < applyRect.Width) {
for (int wy = 0; wy < wlen; ++wy) {
int srcY = y + wy - r;
// only when in EDIT mode, ignore some pixels depending on preview quality
if ((export || rand.NextDouble() < previewQuality) && srcY >= 0 && srcY < applyRect.Height) {
int[] colors = bbbSrc.GetColorArrayAt(srcX, srcY);
int wp = w[wy];
waSums[wx] += wp;
wp *= colors[0] + (colors[0] >> 7);
wcSums[wx] += wp;
wp >>= 8;
aSums[wx] += wp * (long)colors[0];
rSums[wx] += wp * (long)colors[1];
gSums[wx] += wp * (long)colors[2];
bSums[wx] += wp * (long)colors[3];
}
}
int wr = w[wx];
waSum += (long)wr * waSums[wx];
wcSum += (long)wr * wcSums[wx];
aSum += (long)wr * aSums[wx];
rSum += (long)wr * rSums[wx];
gSum += (long)wr * gSums[wx];
bSum += (long)wr * bSums[wx];
}
wcSum >>= 8;
if (parentBounds.Contains(applyRect.Left, applyRect.Top + y) ^ invert) {
if (waSum == 0 || wcSum == 0) {
bbbDest.SetColorAt(x, y, nullColor);
bbbDest.SetUncheckedColorArrayAt(0, y, nullColor);
} else {
int alpha = (int)(aSum / waSum);
int red = (int)(rSum / wcSum);
int green = (int)(gSum / wcSum);
int blue = (int)(bSum / wcSum);
bbbDest.SetColorAt(x, y, Color.FromArgb(alpha, red, green, blue));
settingColor[0] = (byte)(aSum / waSum);
settingColor[1] = (byte)(rSum / wcSum);
settingColor[2] = (byte)(gSum / wcSum);
settingColor[3] = (byte)(bSum / wcSum);
bbbDest.SetUncheckedColorArrayAt(0, y, settingColor);
}
}
for (int x = 1; x < applyRect.Width; ++x) {
for (int i = 0; i < wlen - 1; ++i) {
waSums[i] = waSums[i + 1];
wcSums[i] = wcSums[i + 1];
aSums[i] = aSums[i + 1];
rSums[i] = rSums[i + 1];
gSums[i] = gSums[i + 1];
bSums[i] = bSums[i + 1];
}
waSum = 0;
wcSum = 0;
aSum = 0;
rSum = 0;
gSum = 0;
bSum = 0;
int wx;
for (wx = 0; wx < wlen - 1; ++wx) {
long wwx = (long)w[wx];
waSum += wwx * waSums[wx];
wcSum += wwx * wcSums[wx];
aSum += wwx * aSums[wx];
rSum += wwx * rSums[wx];
gSum += wwx * gSums[wx];
bSum += wwx * bSums[wx];
}
wx = wlen - 1;
waSums[wx] = 0;
wcSums[wx] = 0;
aSums[wx] = 0;
rSums[wx] = 0;
gSums[wx] = 0;
bSums[wx] = 0;
int srcX = x + wx - r;
if (srcX >= 0 && srcX < applyRect.Width) {
for (int wy = 0; wy < wlen; ++wy) {
int srcY = y + wy - r;
// only when in EDIT mode, ignore some pixels depending on preview quality
if ((useExportQuality || rand.NextDouble() < previewQuality) && srcY >= 0 && srcY < applyRect.Height) {
int wp = w[wy];
waSums[wx] += wp;
bbbSrc.GetColorIn(srcX, srcY, readingColor);
wp *= readingColor[0] + (readingColor[0] >> 7);
wcSums[wx] += wp;
wp >>= 8;
aSums[wx] += wp * readingColor[0];
rSums[wx] += wp * readingColor[1];
gSums[wx] += wp * readingColor[2];
bSums[wx] += wp * readingColor[3];
}
}
int wr = w[wx];
waSum += wr * waSums[wx];
wcSum += wr * wcSums[wx];
aSum += wr * aSums[wx];
rSum += wr * rSums[wx];
gSum += wr * gSums[wx];
bSum += wr * bSums[wx];
}
wcSum >>= 8;
if (parentBounds.Contains(applyRect.Left + x, applyRect.Top + y) ^ invert) {
if (waSum == 0 || wcSum == 0) {
bbbDest.SetUncheckedColorArrayAt(x, y, nullColor);
} else {
settingColor[0] = (byte)(aSum / waSum);
settingColor[1] = (byte)(rSum / wcSum);
settingColor[2] = (byte)(gSum / wcSum);
settingColor[3] = (byte)(bSum / wcSum);
bbbDest.SetUncheckedColorArrayAt(x, y, settingColor);
}
}
}
}
}
}
bbbDest.DrawTo(targetGraphics, applyRect.Location);
bbbDest.Unlock();
return bbbDest.Bitmap;
}
}
@ -608,12 +609,24 @@ namespace GreenshotPlugin.Core {
cm.Matrix22 = 0;
cm.Matrix33 = darkness;
ia.SetColorMatrix(cm);
Point shadowLocation = new Point(shadowSize, shadowSize);
graphics.DrawImage(sourceBitmap, new Rectangle(shadowLocation, sourceBitmap.Size), 0, 0, sourceBitmap.Width, sourceBitmap.Height, GraphicsUnit.Pixel, ia);
Rectangle shadowRectangle = new Rectangle(new Point(shadowSize, shadowSize), sourceBitmap.Size);
graphics.DrawImage(sourceBitmap, shadowRectangle, 0, 0, sourceBitmap.Width, sourceBitmap.Height, GraphicsUnit.Pixel, ia);
// Only do the blur on the edges
//Rectangle blurRectangle = new Rectangle(shadowSize + 30, shadowSize + 30, sourceBitmap.Width - 60, sourceBitmap.Height - 60);
//Rectangle applyRect = ImageHelper.CreateIntersectRectangle(newImage.Size, blurRectangle, true);
//LOG.DebugFormat("blurRect = {0} - applyRect = {1}", blurRectangle, applyRect);
//using (Bitmap blurImage = ImageHelper.CreateBlur(newImage, applyRect, true, shadowSize, 1d, true, blurRectangle)) {
// if (blurImage != null) {
// graphics.DrawImageUnscaled(blurImage, applyRect.Location);
// }
//}
// blur "shadow", apply to whole new image
Rectangle applyRectangle = new Rectangle(Point.Empty, newImage.Size);
ApplyBlur(graphics, newImage, applyRectangle, true, shadowSize, 1d, false, applyRectangle);
Rectangle newImageRectangle = new Rectangle(0, 0, newImage.Width, newImage.Height);
using (Bitmap blurImage = CreateBlur(newImage, newImageRectangle, true, shadowSize, 1d, false, newImageRectangle)) {
graphics.DrawImageUnscaled(blurImage, newImageRectangle.Location);
}
// draw original with a TextureBrush so we have nice antialiasing!
using (Brush textureBrush = new TextureBrush(sourceBitmap, WrapMode.Clamp)) {