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';
/**
* 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 {@link https://www.npmjs.com/package/@pixi/filter-kawase-blur|@pixi/filter-kawase-blur}
* @see {@link https://www.npmjs.com/package/pixi-filters|pixi-filters}
* @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.
*/
class KawaseBlurFilter extends Filter {
constructor(blur = 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;
this._kernels = null;
// 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, input, output, clear) {
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);
}
}
_updatePadding() {
this.padding = Math.ceil(this._kernels.reduce((acc, v) => acc + v + 0.5, 0));
}
/**
* Auto generate kernels by blur & quality
* @private
*/
_generateKernels() {
const blur = this._blur;
const quality = this._quality;
const kernels = [ 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.
*
* @member {number[]}
* @default [0]
*/
get kernels() {
return this._kernels;
}
set kernels(value) {
if (Array.isArray(value) && value.length > 0) {
this._kernels = value;
this._quality = value.length;
this._blur = Math.max.apply(Math, value);
}
else {
// if value is invalid , set default value
this._kernels = [0];
this._quality = 1;
}
}
/**
* Get the if the filter is clampped.
*
* @readonly
* @member {boolean}
* @default false
*/
get clamp() {
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) {
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() {
return this._pixelSize;
}
/**
* The quality of the filter, integer greater than `1`.
*
* @member {number}
* @default 3
*/
get quality() {
return this._quality;
}
set quality(value) {
this._quality = Math.max(1, Math.round(value));
this._generateKernels();
}
/**
* The amount of blur, value greater than `0`.
*
* @member {number}
* @default 4
*/
get blur() {
return this._blur;
}
set blur(value) {
this._blur = value;
this._generateKernels();
}
}
export { KawaseBlurFilter };