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  1. function _typeof(obj) {
  2. "@babel/helpers - typeof";
  3. if (typeof Symbol === "function" && typeof Symbol.iterator === "symbol") {
  4. _typeof = function (obj) {
  5. return typeof obj;
  6. };
  7. } else {
  8. _typeof = function (obj) {
  9. return obj && typeof Symbol === "function" && obj.constructor === Symbol && obj !== Symbol.prototype ? "symbol" : typeof obj;
  10. };
  11. }
  12. return _typeof(obj);
  13. }
  14. function _classCallCheck(instance, Constructor) {
  15. if (!(instance instanceof Constructor)) {
  16. throw new TypeError("Cannot call a class as a function");
  17. }
  18. }
  19. /* eslint-disable no-bitwise -- used for calculations */
  20. /* eslint-disable unicorn/prefer-query-selector -- aiming at
  21. backward-compatibility */
  22. /**
  23. * StackBlur - a fast almost Gaussian Blur For Canvas
  24. *
  25. * In case you find this class useful - especially in commercial projects -
  26. * I am not totally unhappy for a small donation to my PayPal account
  27. * mario@quasimondo.de
  28. *
  29. * Or support me on flattr:
  30. * {@link https://flattr.com/thing/72791/StackBlur-a-fast-almost-Gaussian-Blur-Effect-for-CanvasJavascript}.
  31. *
  32. * @module StackBlur
  33. * @author Mario Klingemann
  34. * Contact: mario@quasimondo.com
  35. * Website: {@link http://www.quasimondo.com/StackBlurForCanvas/StackBlurDemo.html}
  36. * Twitter: @quasimondo
  37. *
  38. * @copyright (c) 2010 Mario Klingemann
  39. *
  40. * Permission is hereby granted, free of charge, to any person
  41. * obtaining a copy of this software and associated documentation
  42. * files (the "Software"), to deal in the Software without
  43. * restriction, including without limitation the rights to use,
  44. * copy, modify, merge, publish, distribute, sublicense, and/or sell
  45. * copies of the Software, and to permit persons to whom the
  46. * Software is furnished to do so, subject to the following
  47. * conditions:
  48. *
  49. * The above copyright notice and this permission notice shall be
  50. * included in all copies or substantial portions of the Software.
  51. *
  52. * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,
  53. * EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES
  54. * OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND
  55. * NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT
  56. * HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY,
  57. * WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
  58. * FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR
  59. * OTHER DEALINGS IN THE SOFTWARE.
  60. */
  61. var mulTable = [512, 512, 456, 512, 328, 456, 335, 512, 405, 328, 271, 456, 388, 335, 292, 512, 454, 405, 364, 328, 298, 271, 496, 456, 420, 388, 360, 335, 312, 292, 273, 512, 482, 454, 428, 405, 383, 364, 345, 328, 312, 298, 284, 271, 259, 496, 475, 456, 437, 420, 404, 388, 374, 360, 347, 335, 323, 312, 302, 292, 282, 273, 265, 512, 497, 482, 468, 454, 441, 428, 417, 405, 394, 383, 373, 364, 354, 345, 337, 328, 320, 312, 305, 298, 291, 284, 278, 271, 265, 259, 507, 496, 485, 475, 465, 456, 446, 437, 428, 420, 412, 404, 396, 388, 381, 374, 367, 360, 354, 347, 341, 335, 329, 323, 318, 312, 307, 302, 297, 292, 287, 282, 278, 273, 269, 265, 261, 512, 505, 497, 489, 482, 475, 468, 461, 454, 447, 441, 435, 428, 422, 417, 411, 405, 399, 394, 389, 383, 378, 373, 368, 364, 359, 354, 350, 345, 341, 337, 332, 328, 324, 320, 316, 312, 309, 305, 301, 298, 294, 291, 287, 284, 281, 278, 274, 271, 268, 265, 262, 259, 257, 507, 501, 496, 491, 485, 480, 475, 470, 465, 460, 456, 451, 446, 442, 437, 433, 428, 424, 420, 416, 412, 408, 404, 400, 396, 392, 388, 385, 381, 377, 374, 370, 367, 363, 360, 357, 354, 350, 347, 344, 341, 338, 335, 332, 329, 326, 323, 320, 318, 315, 312, 310, 307, 304, 302, 299, 297, 294, 292, 289, 287, 285, 282, 280, 278, 275, 273, 271, 269, 267, 265, 263, 261, 259];
  62. var shgTable = [9, 11, 12, 13, 13, 14, 14, 15, 15, 15, 15, 16, 16, 16, 16, 17, 17, 17, 17, 17, 17, 17, 18, 18, 18, 18, 18, 18, 18, 18, 18, 19, 19, 19, 19, 19, 19, 19, 19, 19, 19, 19, 19, 19, 19, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 21, 21, 21, 21, 21, 21, 21, 21, 21, 21, 21, 21, 21, 21, 21, 21, 21, 21, 21, 21, 21, 21, 21, 21, 21, 21, 21, 22, 22, 22, 22, 22, 22, 22, 22, 22, 22, 22, 22, 22, 22, 22, 22, 22, 22, 22, 22, 22, 22, 22, 22, 22, 22, 22, 22, 22, 22, 22, 22, 22, 22, 22, 22, 22, 23, 23, 23, 23, 23, 23, 23, 23, 23, 23, 23, 23, 23, 23, 23, 23, 23, 23, 23, 23, 23, 23, 23, 23, 23, 23, 23, 23, 23, 23, 23, 23, 23, 23, 23, 23, 23, 23, 23, 23, 23, 23, 23, 23, 23, 23, 23, 23, 23, 23, 23, 23, 23, 23, 24, 24, 24, 24, 24, 24, 24, 24, 24, 24, 24, 24, 24, 24, 24, 24, 24, 24, 24, 24, 24, 24, 24, 24, 24, 24, 24, 24, 24, 24, 24, 24, 24, 24, 24, 24, 24, 24, 24, 24, 24, 24, 24, 24, 24, 24, 24, 24, 24, 24, 24, 24, 24, 24, 24, 24, 24, 24, 24, 24, 24, 24, 24, 24, 24, 24, 24, 24, 24, 24, 24, 24, 24, 24];
  63. /**
  64. * @param {string|HTMLImageElement} img
  65. * @param {string|HTMLCanvasElement} canvas
  66. * @param {Float} radius
  67. * @param {boolean} blurAlphaChannel
  68. * @param {boolean} useOffset
  69. * @param {boolean} skipStyles
  70. * @returns {undefined}
  71. */
  72. function processImage(img, canvas, radius, blurAlphaChannel, useOffset, skipStyles) {
  73. if (typeof img === 'string') {
  74. img = document.getElementById(img);
  75. }
  76. if (!img || Object.prototype.toString.call(img).slice(8, -1) === 'HTMLImageElement' && !('naturalWidth' in img)) {
  77. return;
  78. }
  79. var dimensionType = useOffset ? 'offset' : 'natural';
  80. var w = img[dimensionType + 'Width'];
  81. var h = img[dimensionType + 'Height']; // add ImageBitmap support,can blur texture source
  82. if (Object.prototype.toString.call(img).slice(8, -1) === 'ImageBitmap') {
  83. w = img.width;
  84. h = img.height;
  85. }
  86. if (typeof canvas === 'string') {
  87. canvas = document.getElementById(canvas);
  88. }
  89. if (!canvas || !('getContext' in canvas)) {
  90. return;
  91. }
  92. if (!skipStyles) {
  93. canvas.style.width = w + 'px';
  94. canvas.style.height = h + 'px';
  95. }
  96. canvas.width = w;
  97. canvas.height = h;
  98. var context = canvas.getContext('2d');
  99. context.clearRect(0, 0, w, h);
  100. context.drawImage(img, 0, 0, img.naturalWidth, img.naturalHeight, 0, 0, w, h);
  101. if (isNaN(radius) || radius < 1) {
  102. return;
  103. }
  104. if (blurAlphaChannel) {
  105. processCanvasRGBA(canvas, 0, 0, w, h, radius);
  106. } else {
  107. processCanvasRGB(canvas, 0, 0, w, h, radius);
  108. }
  109. }
  110. /**
  111. * @param {string|HTMLCanvasElement} canvas
  112. * @param {Integer} topX
  113. * @param {Integer} topY
  114. * @param {Integer} width
  115. * @param {Integer} height
  116. * @throws {Error|TypeError}
  117. * @returns {ImageData} See {@link https://html.spec.whatwg.org/multipage/canvas.html#imagedata}
  118. */
  119. function getImageDataFromCanvas(canvas, topX, topY, width, height) {
  120. if (typeof canvas === 'string') {
  121. canvas = document.getElementById(canvas);
  122. }
  123. if (!canvas || _typeof(canvas) !== 'object' || !('getContext' in canvas)) {
  124. throw new TypeError('Expecting canvas with `getContext` method ' + 'in processCanvasRGB(A) calls!');
  125. }
  126. var context = canvas.getContext('2d');
  127. try {
  128. return context.getImageData(topX, topY, width, height);
  129. } catch (e) {
  130. throw new Error('unable to access image data: ' + e);
  131. }
  132. }
  133. /**
  134. * @param {HTMLCanvasElement} canvas
  135. * @param {Integer} topX
  136. * @param {Integer} topY
  137. * @param {Integer} width
  138. * @param {Integer} height
  139. * @param {Float} radius
  140. * @returns {undefined}
  141. */
  142. function processCanvasRGBA(canvas, topX, topY, width, height, radius) {
  143. if (isNaN(radius) || radius < 1) {
  144. return;
  145. }
  146. radius |= 0;
  147. var imageData = getImageDataFromCanvas(canvas, topX, topY, width, height);
  148. imageData = processImageDataRGBA(imageData, topX, topY, width, height, radius);
  149. canvas.getContext('2d').putImageData(imageData, topX, topY);
  150. }
  151. /**
  152. * @param {ImageData} imageData
  153. * @param {Integer} topX
  154. * @param {Integer} topY
  155. * @param {Integer} width
  156. * @param {Integer} height
  157. * @param {Float} radius
  158. * @returns {ImageData}
  159. */
  160. function processImageDataRGBA(imageData, topX, topY, width, height, radius) {
  161. var pixels = imageData.data;
  162. var div = 2 * radius + 1; // const w4 = width << 2;
  163. var widthMinus1 = width - 1;
  164. var heightMinus1 = height - 1;
  165. var radiusPlus1 = radius + 1;
  166. var sumFactor = radiusPlus1 * (radiusPlus1 + 1) / 2;
  167. var stackStart = new BlurStack();
  168. var stack = stackStart;
  169. var stackEnd;
  170. for (var i = 1; i < div; i++) {
  171. stack = stack.next = new BlurStack();
  172. if (i === radiusPlus1) {
  173. stackEnd = stack;
  174. }
  175. }
  176. stack.next = stackStart;
  177. var stackIn = null,
  178. stackOut = null,
  179. yw = 0,
  180. yi = 0;
  181. var mulSum = mulTable[radius];
  182. var shgSum = shgTable[radius];
  183. for (var y = 0; y < height; y++) {
  184. stack = stackStart;
  185. var pr = pixels[yi],
  186. pg = pixels[yi + 1],
  187. pb = pixels[yi + 2],
  188. pa = pixels[yi + 3];
  189. for (var _i = 0; _i < radiusPlus1; _i++) {
  190. stack.r = pr;
  191. stack.g = pg;
  192. stack.b = pb;
  193. stack.a = pa;
  194. stack = stack.next;
  195. }
  196. var rInSum = 0,
  197. gInSum = 0,
  198. bInSum = 0,
  199. aInSum = 0,
  200. rOutSum = radiusPlus1 * pr,
  201. gOutSum = radiusPlus1 * pg,
  202. bOutSum = radiusPlus1 * pb,
  203. aOutSum = radiusPlus1 * pa,
  204. rSum = sumFactor * pr,
  205. gSum = sumFactor * pg,
  206. bSum = sumFactor * pb,
  207. aSum = sumFactor * pa;
  208. for (var _i2 = 1; _i2 < radiusPlus1; _i2++) {
  209. var p = yi + ((widthMinus1 < _i2 ? widthMinus1 : _i2) << 2);
  210. var r = pixels[p],
  211. g = pixels[p + 1],
  212. b = pixels[p + 2],
  213. a = pixels[p + 3];
  214. var rbs = radiusPlus1 - _i2;
  215. rSum += (stack.r = r) * rbs;
  216. gSum += (stack.g = g) * rbs;
  217. bSum += (stack.b = b) * rbs;
  218. aSum += (stack.a = a) * rbs;
  219. rInSum += r;
  220. gInSum += g;
  221. bInSum += b;
  222. aInSum += a;
  223. stack = stack.next;
  224. }
  225. stackIn = stackStart;
  226. stackOut = stackEnd;
  227. for (var x = 0; x < width; x++) {
  228. var paInitial = aSum * mulSum >>> shgSum;
  229. pixels[yi + 3] = paInitial;
  230. if (paInitial !== 0) {
  231. var _a2 = 255 / paInitial;
  232. pixels[yi] = (rSum * mulSum >>> shgSum) * _a2;
  233. pixels[yi + 1] = (gSum * mulSum >>> shgSum) * _a2;
  234. pixels[yi + 2] = (bSum * mulSum >>> shgSum) * _a2;
  235. } else {
  236. pixels[yi] = pixels[yi + 1] = pixels[yi + 2] = 0;
  237. }
  238. rSum -= rOutSum;
  239. gSum -= gOutSum;
  240. bSum -= bOutSum;
  241. aSum -= aOutSum;
  242. rOutSum -= stackIn.r;
  243. gOutSum -= stackIn.g;
  244. bOutSum -= stackIn.b;
  245. aOutSum -= stackIn.a;
  246. var _p = x + radius + 1;
  247. _p = yw + (_p < widthMinus1 ? _p : widthMinus1) << 2;
  248. rInSum += stackIn.r = pixels[_p];
  249. gInSum += stackIn.g = pixels[_p + 1];
  250. bInSum += stackIn.b = pixels[_p + 2];
  251. aInSum += stackIn.a = pixels[_p + 3];
  252. rSum += rInSum;
  253. gSum += gInSum;
  254. bSum += bInSum;
  255. aSum += aInSum;
  256. stackIn = stackIn.next;
  257. var _stackOut = stackOut,
  258. _r = _stackOut.r,
  259. _g = _stackOut.g,
  260. _b = _stackOut.b,
  261. _a = _stackOut.a;
  262. rOutSum += _r;
  263. gOutSum += _g;
  264. bOutSum += _b;
  265. aOutSum += _a;
  266. rInSum -= _r;
  267. gInSum -= _g;
  268. bInSum -= _b;
  269. aInSum -= _a;
  270. stackOut = stackOut.next;
  271. yi += 4;
  272. }
  273. yw += width;
  274. }
  275. for (var _x = 0; _x < width; _x++) {
  276. yi = _x << 2;
  277. var _pr = pixels[yi],
  278. _pg = pixels[yi + 1],
  279. _pb = pixels[yi + 2],
  280. _pa = pixels[yi + 3],
  281. _rOutSum = radiusPlus1 * _pr,
  282. _gOutSum = radiusPlus1 * _pg,
  283. _bOutSum = radiusPlus1 * _pb,
  284. _aOutSum = radiusPlus1 * _pa,
  285. _rSum = sumFactor * _pr,
  286. _gSum = sumFactor * _pg,
  287. _bSum = sumFactor * _pb,
  288. _aSum = sumFactor * _pa;
  289. stack = stackStart;
  290. for (var _i3 = 0; _i3 < radiusPlus1; _i3++) {
  291. stack.r = _pr;
  292. stack.g = _pg;
  293. stack.b = _pb;
  294. stack.a = _pa;
  295. stack = stack.next;
  296. }
  297. var yp = width;
  298. var _gInSum = 0,
  299. _bInSum = 0,
  300. _aInSum = 0,
  301. _rInSum = 0;
  302. for (var _i4 = 1; _i4 <= radius; _i4++) {
  303. yi = yp + _x << 2;
  304. var _rbs = radiusPlus1 - _i4;
  305. _rSum += (stack.r = _pr = pixels[yi]) * _rbs;
  306. _gSum += (stack.g = _pg = pixels[yi + 1]) * _rbs;
  307. _bSum += (stack.b = _pb = pixels[yi + 2]) * _rbs;
  308. _aSum += (stack.a = _pa = pixels[yi + 3]) * _rbs;
  309. _rInSum += _pr;
  310. _gInSum += _pg;
  311. _bInSum += _pb;
  312. _aInSum += _pa;
  313. stack = stack.next;
  314. if (_i4 < heightMinus1) {
  315. yp += width;
  316. }
  317. }
  318. yi = _x;
  319. stackIn = stackStart;
  320. stackOut = stackEnd;
  321. for (var _y = 0; _y < height; _y++) {
  322. var _p2 = yi << 2;
  323. pixels[_p2 + 3] = _pa = _aSum * mulSum >>> shgSum;
  324. if (_pa > 0) {
  325. _pa = 255 / _pa;
  326. pixels[_p2] = (_rSum * mulSum >>> shgSum) * _pa;
  327. pixels[_p2 + 1] = (_gSum * mulSum >>> shgSum) * _pa;
  328. pixels[_p2 + 2] = (_bSum * mulSum >>> shgSum) * _pa;
  329. } else {
  330. pixels[_p2] = pixels[_p2 + 1] = pixels[_p2 + 2] = 0;
  331. }
  332. _rSum -= _rOutSum;
  333. _gSum -= _gOutSum;
  334. _bSum -= _bOutSum;
  335. _aSum -= _aOutSum;
  336. _rOutSum -= stackIn.r;
  337. _gOutSum -= stackIn.g;
  338. _bOutSum -= stackIn.b;
  339. _aOutSum -= stackIn.a;
  340. _p2 = _x + ((_p2 = _y + radiusPlus1) < heightMinus1 ? _p2 : heightMinus1) * width << 2;
  341. _rSum += _rInSum += stackIn.r = pixels[_p2];
  342. _gSum += _gInSum += stackIn.g = pixels[_p2 + 1];
  343. _bSum += _bInSum += stackIn.b = pixels[_p2 + 2];
  344. _aSum += _aInSum += stackIn.a = pixels[_p2 + 3];
  345. stackIn = stackIn.next;
  346. _rOutSum += _pr = stackOut.r;
  347. _gOutSum += _pg = stackOut.g;
  348. _bOutSum += _pb = stackOut.b;
  349. _aOutSum += _pa = stackOut.a;
  350. _rInSum -= _pr;
  351. _gInSum -= _pg;
  352. _bInSum -= _pb;
  353. _aInSum -= _pa;
  354. stackOut = stackOut.next;
  355. yi += width;
  356. }
  357. }
  358. return imageData;
  359. }
  360. /**
  361. * @param {HTMLCanvasElement} canvas
  362. * @param {Integer} topX
  363. * @param {Integer} topY
  364. * @param {Integer} width
  365. * @param {Integer} height
  366. * @param {Float} radius
  367. * @returns {undefined}
  368. */
  369. function processCanvasRGB(canvas, topX, topY, width, height, radius) {
  370. if (isNaN(radius) || radius < 1) {
  371. return;
  372. }
  373. radius |= 0;
  374. var imageData = getImageDataFromCanvas(canvas, topX, topY, width, height);
  375. imageData = processImageDataRGB(imageData, topX, topY, width, height, radius);
  376. canvas.getContext('2d').putImageData(imageData, topX, topY);
  377. }
  378. /**
  379. * @param {ImageData} imageData
  380. * @param {Integer} topX
  381. * @param {Integer} topY
  382. * @param {Integer} width
  383. * @param {Integer} height
  384. * @param {Float} radius
  385. * @returns {ImageData}
  386. */
  387. function processImageDataRGB(imageData, topX, topY, width, height, radius) {
  388. var pixels = imageData.data;
  389. var div = 2 * radius + 1; // const w4 = width << 2;
  390. var widthMinus1 = width - 1;
  391. var heightMinus1 = height - 1;
  392. var radiusPlus1 = radius + 1;
  393. var sumFactor = radiusPlus1 * (radiusPlus1 + 1) / 2;
  394. var stackStart = new BlurStack();
  395. var stack = stackStart;
  396. var stackEnd;
  397. for (var i = 1; i < div; i++) {
  398. stack = stack.next = new BlurStack();
  399. if (i === radiusPlus1) {
  400. stackEnd = stack;
  401. }
  402. }
  403. stack.next = stackStart;
  404. var stackIn = null;
  405. var stackOut = null;
  406. var mulSum = mulTable[radius];
  407. var shgSum = shgTable[radius];
  408. var p, rbs;
  409. var yw = 0,
  410. yi = 0;
  411. for (var y = 0; y < height; y++) {
  412. var pr = pixels[yi],
  413. pg = pixels[yi + 1],
  414. pb = pixels[yi + 2],
  415. rOutSum = radiusPlus1 * pr,
  416. gOutSum = radiusPlus1 * pg,
  417. bOutSum = radiusPlus1 * pb,
  418. rSum = sumFactor * pr,
  419. gSum = sumFactor * pg,
  420. bSum = sumFactor * pb;
  421. stack = stackStart;
  422. for (var _i5 = 0; _i5 < radiusPlus1; _i5++) {
  423. stack.r = pr;
  424. stack.g = pg;
  425. stack.b = pb;
  426. stack = stack.next;
  427. }
  428. var rInSum = 0,
  429. gInSum = 0,
  430. bInSum = 0;
  431. for (var _i6 = 1; _i6 < radiusPlus1; _i6++) {
  432. p = yi + ((widthMinus1 < _i6 ? widthMinus1 : _i6) << 2);
  433. rSum += (stack.r = pr = pixels[p]) * (rbs = radiusPlus1 - _i6);
  434. gSum += (stack.g = pg = pixels[p + 1]) * rbs;
  435. bSum += (stack.b = pb = pixels[p + 2]) * rbs;
  436. rInSum += pr;
  437. gInSum += pg;
  438. bInSum += pb;
  439. stack = stack.next;
  440. }
  441. stackIn = stackStart;
  442. stackOut = stackEnd;
  443. for (var x = 0; x < width; x++) {
  444. pixels[yi] = rSum * mulSum >>> shgSum;
  445. pixels[yi + 1] = gSum * mulSum >>> shgSum;
  446. pixels[yi + 2] = bSum * mulSum >>> shgSum;
  447. rSum -= rOutSum;
  448. gSum -= gOutSum;
  449. bSum -= bOutSum;
  450. rOutSum -= stackIn.r;
  451. gOutSum -= stackIn.g;
  452. bOutSum -= stackIn.b;
  453. p = yw + ((p = x + radius + 1) < widthMinus1 ? p : widthMinus1) << 2;
  454. rInSum += stackIn.r = pixels[p];
  455. gInSum += stackIn.g = pixels[p + 1];
  456. bInSum += stackIn.b = pixels[p + 2];
  457. rSum += rInSum;
  458. gSum += gInSum;
  459. bSum += bInSum;
  460. stackIn = stackIn.next;
  461. rOutSum += pr = stackOut.r;
  462. gOutSum += pg = stackOut.g;
  463. bOutSum += pb = stackOut.b;
  464. rInSum -= pr;
  465. gInSum -= pg;
  466. bInSum -= pb;
  467. stackOut = stackOut.next;
  468. yi += 4;
  469. }
  470. yw += width;
  471. }
  472. for (var _x2 = 0; _x2 < width; _x2++) {
  473. yi = _x2 << 2;
  474. var _pr2 = pixels[yi],
  475. _pg2 = pixels[yi + 1],
  476. _pb2 = pixels[yi + 2],
  477. _rOutSum2 = radiusPlus1 * _pr2,
  478. _gOutSum2 = radiusPlus1 * _pg2,
  479. _bOutSum2 = radiusPlus1 * _pb2,
  480. _rSum2 = sumFactor * _pr2,
  481. _gSum2 = sumFactor * _pg2,
  482. _bSum2 = sumFactor * _pb2;
  483. stack = stackStart;
  484. for (var _i7 = 0; _i7 < radiusPlus1; _i7++) {
  485. stack.r = _pr2;
  486. stack.g = _pg2;
  487. stack.b = _pb2;
  488. stack = stack.next;
  489. }
  490. var _rInSum2 = 0,
  491. _gInSum2 = 0,
  492. _bInSum2 = 0;
  493. for (var _i8 = 1, yp = width; _i8 <= radius; _i8++) {
  494. yi = yp + _x2 << 2;
  495. _rSum2 += (stack.r = _pr2 = pixels[yi]) * (rbs = radiusPlus1 - _i8);
  496. _gSum2 += (stack.g = _pg2 = pixels[yi + 1]) * rbs;
  497. _bSum2 += (stack.b = _pb2 = pixels[yi + 2]) * rbs;
  498. _rInSum2 += _pr2;
  499. _gInSum2 += _pg2;
  500. _bInSum2 += _pb2;
  501. stack = stack.next;
  502. if (_i8 < heightMinus1) {
  503. yp += width;
  504. }
  505. }
  506. yi = _x2;
  507. stackIn = stackStart;
  508. stackOut = stackEnd;
  509. for (var _y2 = 0; _y2 < height; _y2++) {
  510. p = yi << 2;
  511. pixels[p] = _rSum2 * mulSum >>> shgSum;
  512. pixels[p + 1] = _gSum2 * mulSum >>> shgSum;
  513. pixels[p + 2] = _bSum2 * mulSum >>> shgSum;
  514. _rSum2 -= _rOutSum2;
  515. _gSum2 -= _gOutSum2;
  516. _bSum2 -= _bOutSum2;
  517. _rOutSum2 -= stackIn.r;
  518. _gOutSum2 -= stackIn.g;
  519. _bOutSum2 -= stackIn.b;
  520. p = _x2 + ((p = _y2 + radiusPlus1) < heightMinus1 ? p : heightMinus1) * width << 2;
  521. _rSum2 += _rInSum2 += stackIn.r = pixels[p];
  522. _gSum2 += _gInSum2 += stackIn.g = pixels[p + 1];
  523. _bSum2 += _bInSum2 += stackIn.b = pixels[p + 2];
  524. stackIn = stackIn.next;
  525. _rOutSum2 += _pr2 = stackOut.r;
  526. _gOutSum2 += _pg2 = stackOut.g;
  527. _bOutSum2 += _pb2 = stackOut.b;
  528. _rInSum2 -= _pr2;
  529. _gInSum2 -= _pg2;
  530. _bInSum2 -= _pb2;
  531. stackOut = stackOut.next;
  532. yi += width;
  533. }
  534. }
  535. return imageData;
  536. }
  537. /**
  538. *
  539. */
  540. var BlurStack =
  541. /**
  542. * Set properties.
  543. */
  544. function BlurStack() {
  545. _classCallCheck(this, BlurStack);
  546. this.r = 0;
  547. this.g = 0;
  548. this.b = 0;
  549. this.a = 0;
  550. this.next = null;
  551. };
  552. export { BlurStack, processCanvasRGB as canvasRGB, processCanvasRGBA as canvasRGBA, processImage as image, processImageDataRGB as imageDataRGB, processImageDataRGBA as imageDataRGBA };