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import { vertex } from '@tools/fragments';
import fragment from './kawase-blur.frag';
import fragmentClamp from './kawase-blur-clamp.frag';
import { Filter } from '@pixi/core';
import { Point } from '@pixi/math';
import type { IPoint } from '@pixi/math';
import type { FilterSystem, RenderTexture } from '@pixi/core';
import type { CLEAR_MODES } from '@pixi/constants';
type PixelSizeValue = IPoint | number[] | number;
/**
* A much faster blur than Gaussian blur, but more complicated to use.<br>
* 
*
* @see https://software.intel.com/en-us/blogs/2014/07/15/an-investigation-of-fast-real-time-gpu-based-image-blur-algorithms
* @class
* @extends PIXI.Filter
* @memberof PIXI.filters
* @see @pixi/filter-kawase-blur
* @see pixi-filters
*/
class KawaseBlurFilter extends Filter
{
private _pixelSize: Point;
private _clamp: boolean;
private _kernels: number[] = [];
private _blur = 4;
private _quality = 3;
/**
* @param {number|number[]} [blur=4] - The blur of the filter. Should be greater than `0`. If
* value is an Array, setting kernels.
* @param {number} [quality=3] - The quality of the filter. Should be an integer greater than `1`.
* @param {boolean} [clamp=false] - Clamp edges, useful for removing dark edges
* from fullscreen filters or bleeding to the edge of filterArea.
*/
constructor(blur: number | number[] = 4, quality = 3, clamp = false)
{
super(vertex, clamp ? fragmentClamp : fragment);
this.uniforms.uOffset = new Float32Array(2);
this._pixelSize = new Point();
this.pixelSize = 1;
this._clamp = clamp;
// if `blur` is array , as kernels
if (Array.isArray(blur))
{
this.kernels = blur;
}
else
{
this._blur = blur;
this.quality = quality;
}
}
/**
* Overrides apply
* @private
*/
apply(filterManager: FilterSystem, input: RenderTexture, output: RenderTexture, clear: CLEAR_MODES): void
{
const uvX = this._pixelSize.x / input._frame.width;
const uvY = this._pixelSize.y / input._frame.height;
let offset;
if (this._quality === 1 || this._blur === 0)
{
offset = this._kernels[0] + 0.5;
this.uniforms.uOffset[0] = offset * uvX;
this.uniforms.uOffset[1] = offset * uvY;
filterManager.applyFilter(this, input, output, clear);
}
else
{
const renderTarget = filterManager.getFilterTexture();
let source = input;
let target = renderTarget;
let tmp;
const last = this._quality - 1;
for (let i = 0; i < last; i++)
{
offset = this._kernels[i] + 0.5;
this.uniforms.uOffset[0] = offset * uvX;
this.uniforms.uOffset[1] = offset * uvY;
filterManager.applyFilter(this, source, target, 1);
tmp = source;
source = target;
target = tmp;
}
offset = this._kernels[last] + 0.5;
this.uniforms.uOffset[0] = offset * uvX;
this.uniforms.uOffset[1] = offset * uvY;
filterManager.applyFilter(this, source, output, clear);
filterManager.returnFilterTexture(renderTarget);
}
}
private _updatePadding()
{
this.padding = Math.ceil(this._kernels.reduce((acc, v) => acc + v + 0.5, 0));
}
/**
* Auto generate kernels by blur & quality
* @private
*/
private _generateKernels()
{
const blur = this._blur;
const quality = this._quality;
const kernels: number[] = [blur];
if (blur > 0)
{
let k = blur;
const step = blur / quality;
for (let i = 1; i < quality; i++)
{
k -= step;
kernels.push(k);
}
}
this._kernels = kernels;
this._updatePadding();
}
/**
* The kernel size of the blur filter, for advanced usage.
* @default [0]
*/
get kernels(): number[]
{
return this._kernels;
}
set kernels(value: number[])
{
if (Array.isArray(value) && value.length > 0)
{
this._kernels = value;
this._quality = value.length;
this._blur = Math.max(...value);
}
else
{
// if value is invalid , set default value
this._kernels = [0];
this._quality = 1;
}
}
/**
* Get the if the filter is clampped.
*
* @readonly
* @default false
*/
get clamp(): boolean
{
return this._clamp;
}
/**
* Sets the pixel size of the filter. Large size is blurrier. For advanced usage.
*
* @member {PIXI.Point|number[]}
* @default [1, 1]
*/
set pixelSize(value: PixelSizeValue)
{
if (typeof value === 'number')
{
this._pixelSize.x = value;
this._pixelSize.y = value;
}
else if (Array.isArray(value))
{
this._pixelSize.x = value[0];
this._pixelSize.y = value[1];
}
else if (value instanceof Point)
{
this._pixelSize.x = value.x;
this._pixelSize.y = value.y;
}
else
{
// if value is invalid , set default value
this._pixelSize.x = 1;
this._pixelSize.y = 1;
}
}
get pixelSize(): PixelSizeValue
{
return this._pixelSize;
}
/**
* The quality of the filter, integer greater than `1`.
* @default 3
*/
get quality(): number
{
return this._quality;
}
set quality(value: number)
{
this._quality = Math.max(1, Math.round(value));
this._generateKernels();
}
/**
* The amount of blur, value greater than `0`.
* @default 4
*/
get blur(): number
{
return this._blur;
}
set blur(value: number)
{
this._blur = value;
this._generateKernels();
}
}
export { KawaseBlurFilter };
export type { PixelSizeValue };