+ pixel_idx = x + blurRadius + y * M_IMGDATA->m_width;
+
+ // Add the value of the pixel being added to the end of our box
+ src = src_data + pixel_idx*3;
+ sum_r += src[0];
+ sum_g += src[1];
+ sum_b += src[2];
+ if ( src_alpha )
+ sum_a += src_alpha[pixel_idx];
+
+ // Save off the averaged data
+ dst = dst_data + x*3 + y*M_IMGDATA->m_width*3;
+ dst[0] = (unsigned char)(sum_r / blurArea);
+ dst[1] = (unsigned char)(sum_g / blurArea);
+ dst[2] = (unsigned char)(sum_b / blurArea);
+ if ( src_alpha )
+ dst_alpha[x + y * M_IMGDATA->m_width] = (unsigned char)(sum_a / blurArea);
+ }
+ }
+
+ return ret_image;
+}
+
+// Blur in the vertical direction
+wxImage wxImage::BlurVertical(int blurRadius) const
+{
+ wxImage ret_image(MakeEmptyClone());
+
+ wxCHECK( ret_image.IsOk(), ret_image );
+
+ const unsigned char* src_data = M_IMGDATA->m_data;
+ unsigned char* dst_data = ret_image.GetData();
+ const unsigned char* src_alpha = M_IMGDATA->m_alpha;
+ unsigned char* dst_alpha = ret_image.GetAlpha();
+
+ // number of pixels we average over
+ const int blurArea = blurRadius*2 + 1;
+
+ // Vertical blurring algorithm - same as horizontal but switched the
+ // opposite direction
+ for ( int x = 0; x < M_IMGDATA->m_width; x++ )
+ {
+ // Variables used in the blurring algorithm
+ long sum_r = 0,
+ sum_g = 0,
+ sum_b = 0,
+ sum_a = 0;
+
+ long pixel_idx;
+ const unsigned char *src;
+ unsigned char *dst;
+
+ // Calculate the average of all pixels in our blur radius box for the
+ // first pixel of the column
+ for ( int kernel_y = -blurRadius; kernel_y <= blurRadius; kernel_y++ )
+ {
+ // To deal with the pixels at the start of a column so it's not
+ // grabbing GOK values from memory at negative indices of the
+ // image's data or grabbing from the previous column
+ if ( kernel_y < 0 )
+ pixel_idx = x;
+ else
+ pixel_idx = x + kernel_y * M_IMGDATA->m_width;
+
+ src = src_data + pixel_idx*3;
+ sum_r += src[0];
+ sum_g += src[1];
+ sum_b += src[2];
+ if ( src_alpha )
+ sum_a += src_alpha[pixel_idx];
+ }
+
+ dst = dst_data + x*3;
+ dst[0] = (unsigned char)(sum_r / blurArea);
+ dst[1] = (unsigned char)(sum_g / blurArea);
+ dst[2] = (unsigned char)(sum_b / blurArea);
+ if ( src_alpha )
+ dst_alpha[x] = (unsigned char)(sum_a / blurArea);
+
+ // Now average the values of the rest of the pixels by just moving the
+ // box along the column from top to bottom
+ for ( int y = 1; y < M_IMGDATA->m_height; y++ )
+ {
+ // Take care of pixels that would be beyond the top edge by
+ // duplicating the top edge pixel for the column
+ if ( y - blurRadius - 1 < 0 )
+ pixel_idx = x;
+ else
+ pixel_idx = x + (y - blurRadius - 1) * M_IMGDATA->m_width;
+
+ // Subtract the value of the pixel at the top of our blur radius box
+ src = src_data + pixel_idx*3;
+ sum_r -= src[0];
+ sum_g -= src[1];
+ sum_b -= src[2];
+ if ( src_alpha )
+ sum_a -= src_alpha[pixel_idx];
+
+ // Take care of the pixels that would be beyond the bottom edge of
+ // the image similar to the top edge
+ if ( y + blurRadius > M_IMGDATA->m_height - 1 )
+ pixel_idx = x + (M_IMGDATA->m_height - 1) * M_IMGDATA->m_width;
+ else
+ pixel_idx = x + (blurRadius + y) * M_IMGDATA->m_width;
+
+ // Add the value of the pixel being added to the end of our box
+ src = src_data + pixel_idx*3;
+ sum_r += src[0];
+ sum_g += src[1];
+ sum_b += src[2];
+ if ( src_alpha )
+ sum_a += src_alpha[pixel_idx];
+
+ // Save off the averaged data
+ dst = dst_data + (x + y * M_IMGDATA->m_width) * 3;
+ dst[0] = (unsigned char)(sum_r / blurArea);
+ dst[1] = (unsigned char)(sum_g / blurArea);
+ dst[2] = (unsigned char)(sum_b / blurArea);
+ if ( src_alpha )
+ dst_alpha[x + y * M_IMGDATA->m_width] = (unsigned char)(sum_a / blurArea);
+ }
+ }
+
+ return ret_image;
+}
+
+// The new blur function
+wxImage wxImage::Blur(int blurRadius) const
+{
+ wxImage ret_image;
+ ret_image.Create(M_IMGDATA->m_width, M_IMGDATA->m_height, false);
+
+ // Blur the image in each direction
+ ret_image = BlurHorizontal(blurRadius);
+ ret_image = ret_image.BlurVertical(blurRadius);
+
+ return ret_image;
+}
+
+wxImage wxImage::Rotate90( bool clockwise ) const
+{
+ wxImage image(MakeEmptyClone(Clone_SwapOrientation));
+
+ wxCHECK( image.IsOk(), image );
+
+ long height = M_IMGDATA->m_height;
+ long width = M_IMGDATA->m_width;
+
+ if ( HasOption(wxIMAGE_OPTION_CUR_HOTSPOT_X) )
+ {
+ int hot_x = GetOptionInt( wxIMAGE_OPTION_CUR_HOTSPOT_X );
+ image.SetOption(wxIMAGE_OPTION_CUR_HOTSPOT_Y,
+ clockwise ? hot_x : width - 1 - hot_x);
+ }
+
+ if ( HasOption(wxIMAGE_OPTION_CUR_HOTSPOT_Y) )
+ {
+ int hot_y = GetOptionInt( wxIMAGE_OPTION_CUR_HOTSPOT_Y );
+ image.SetOption(wxIMAGE_OPTION_CUR_HOTSPOT_X,
+ clockwise ? height - 1 - hot_y : hot_y);
+ }
+
+ unsigned char *data = image.GetData();
+ unsigned char *target_data;
+
+ // we rotate the image in 21-pixel (63-byte) wide strips
+ // to make better use of cpu cache - memory transfers
+ // (note: while much better than single-pixel "strips",
+ // our vertical strips will still generally straddle 64-byte cachelines)
+ for (long ii = 0; ii < width; )
+ {
+ long next_ii = wxMin(ii + 21, width);
+
+ for (long j = 0; j < height; j++)
+ {
+ const unsigned char *source_data
+ = M_IMGDATA->m_data + (j*width + ii)*3;
+
+ for (long i = ii; i < next_ii; i++)