Make the value for shadowRadius less than 1.0 work
Shadow effect is not visible if the shadowRadius is set between 0.1 and 1.0. Change-Id: Ifff71f44d66ba604bd751bb1df96a9904ae7998e
This commit is contained in:
committed by
Zoran Jovanovic
parent
8f0e0c1f3d
commit
8d9b5fbdf0
@ -773,7 +773,7 @@ void FontRenderer::blurImage(uint8_t** image, int32_t width, int32_t height, flo
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#endif
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float *gaussian = new float[2 * intRadius + 1];
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Blur::generateGaussianWeights(gaussian, intRadius);
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Blur::generateGaussianWeights(gaussian, radius);
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uint8_t* scratch = new uint8_t[width * height];
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Blur::horizontal(gaussian, intRadius, *image, scratch, width, height);
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@ -60,7 +60,9 @@ static float legacyConvertRadiusToSigma(float radius) {
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return radius > 0 ? 0.3f * radius + 0.6f : 0.0f;
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}
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void Blur::generateGaussianWeights(float* weights, int32_t radius) {
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void Blur::generateGaussianWeights(float* weights, float radius) {
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int32_t intRadius = convertRadiusToInt(radius);
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// Compute gaussian weights for the blur
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// e is the euler's number
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static float e = 2.718281828459045f;
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@ -68,7 +70,7 @@ void Blur::generateGaussianWeights(float* weights, int32_t radius) {
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// g(x) = ( 1 / sqrt( 2 * pi ) * sigma) * e ^ ( -x^2 / 2 * sigma^2 )
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// x is of the form [-radius .. 0 .. radius]
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// and sigma varies with radius.
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float sigma = legacyConvertRadiusToSigma((float) radius);
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float sigma = legacyConvertRadiusToSigma(radius);
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// Now compute the coefficints
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// We will store some redundant values to save some math during
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@ -78,16 +80,16 @@ void Blur::generateGaussianWeights(float* weights, int32_t radius) {
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float coeff2 = - 1.0f / (2.0f * sigma * sigma);
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float normalizeFactor = 0.0f;
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for (int32_t r = -radius; r <= radius; r ++) {
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for (int32_t r = -intRadius; r <= intRadius; r ++) {
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float floatR = (float) r;
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weights[r + radius] = coeff1 * pow(e, floatR * floatR * coeff2);
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normalizeFactor += weights[r + radius];
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weights[r + intRadius] = coeff1 * pow(e, floatR * floatR * coeff2);
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normalizeFactor += weights[r + intRadius];
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}
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//Now we need to normalize the weights because all our coefficients need to add up to one
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normalizeFactor = 1.0f / normalizeFactor;
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for (int32_t r = -radius; r <= radius; r ++) {
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weights[r + radius] *= normalizeFactor;
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for (int32_t r = -intRadius; r <= intRadius; r ++) {
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weights[r + intRadius] *= normalizeFactor;
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}
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}
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@ -34,7 +34,7 @@ public:
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// accounts for that error and snaps to the appropriate integer boundary.
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static uint32_t convertRadiusToInt(float radius);
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static void generateGaussianWeights(float* weights, int32_t radius);
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static void generateGaussianWeights(float* weights, float radius);
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static void horizontal(float* weights, int32_t radius, const uint8_t* source,
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uint8_t* dest, int32_t width, int32_t height);
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static void vertical(float* weights, int32_t radius, const uint8_t* source,
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