// SPDX-License-Identifier: MPL-2.0 // Copyright (c) Yuxuan Shui #include #include #include "kernel.h" #include "utils.h" /// Sum a region convolution kernel. Region is defined by a width x height rectangle whose /// top left corner is at (x, y) double sum_kernel(const conv *map, int x, int y, int width, int height) { double ret = 0; /* * Compute set of filter values which are "in range" */ int xstart = x; if (xstart < 0) xstart = 0; int xend = width + x; if (xend > map->size) xend = map->size; int ystart = y; if (ystart < 0) ystart = 0; int yend = height + y; if (yend > map->size) yend = map->size; assert(yend > 0 && xend > 0); int d = map->size; if (map->rsum) { double v1 = xstart ? map->rsum[(yend - 1) * d + xstart - 1] : 0; double v2 = ystart ? map->rsum[(ystart - 1) * d + xend - 1] : 0; double v3 = (xstart && ystart) ? map->rsum[(ystart - 1) * d + xstart - 1] : 0; return map->rsum[(yend - 1) * d + xend - 1] - v1 - v2 + v3; } for (int yi = ystart; yi < yend; yi++) { for (int xi = xstart; xi < xend; xi++) { ret += map->data[yi * d + xi]; } } return ret; } double sum_kernel_normalized(const conv *map, int x, int y, int width, int height) { double ret = sum_kernel(map, x, y, width, height); if (ret < 0) { ret = 0; } if (ret > 1) { ret = 1; } return ret; } static double attr_const gaussian(double r, double x, double y) { // Formula can be found here: // https://en.wikipedia.org/wiki/Gaussian_blur#Mathematics // Except a special case for r == 0 to produce sharp shadows if (r == 0) return 1; return exp(-0.5 * (x * x + y * y) / (r * r)) / (2 * M_PI * r * r); } conv *gaussian_kernel(double r) { conv *c; int size = r * 2 + 1; int center = size / 2; double t; c = cvalloc(sizeof(conv) + size * size * sizeof(double)); c->size = size; c->rsum = NULL; t = 0.0; for (int y = 0; y < size; y++) { for (int x = 0; x < size; x++) { double g = gaussian(r, x - center, y - center); t += g; c->data[y * size + x] = g; } } for (int y = 0; y < size; y++) { for (int x = 0; x < size; x++) { c->data[y * size + x] /= t; } } return c; } /// preprocess kernels to make shadow generation faster /// shadow_sum[x*d+y] is the sum of the kernel from (0, 0) to (x, y), inclusive void shadow_preprocess(conv *map) { const int d = map->size; if (map->rsum) free(map->rsum); auto sum = map->rsum = ccalloc(d * d, double); sum[0] = map->data[0]; for (int x = 1; x < d; x++) { sum[x] = sum[x - 1] + map->data[x]; } for (int y = 1; y < d; y++) { sum[y * d] = sum[(y - 1) * d] + map->data[y * d]; for (int x = 1; x < d; x++) { double tmp = sum[(y - 1) * d + x] + sum[y * d + x - 1] - sum[(y - 1) * d + x - 1]; sum[y * d + x] = tmp + map->data[y * d + x]; } } } // vim: set noet sw=8 ts=8 :