I am currently trying to create a program that blurrs a given image. To do that I get the average rgb-values of all the pixels around one pixel, and then I set the pixel to this value.
The problem is, that if I am at a pixel that is at the border/edge of an image, the program will crash because it tries to get pixel information of pixels that are outside the image (eg. getPixel(-1, 0)
.
I could technically do dozens of if-statements, but I think it is no really elegant, fast or easy to maintain. Do you have any other suggestions? Currently I am only blurring every pixel except for the ones at the borders. But this looks a bit off, since it creates a non-fitting outline around the image.
If required, here is my code that blurrs an image:
void Framework::Blurr(unsigned level)
{
unsigned counter = 0;
while (counter < level)
{
for (int y = 1; y < orig.getSize().y - 1; y++)
{
for (int x = 1; x < orig.getSize().x - 1; x++)
{
double r, g, b;
r = (orig.getPixel(x-1, y-1).r + orig.getPixel(x, y-1).r + orig.getPixel(x+1, y-1).r +
orig.getPixel(x, y-1).r + orig.getPixel(x+1, y).r +
orig.getPixel(x-1, y+1).r + orig.getPixel(x, y+1).r + orig.getPixel(x+1, y+1).r) / 8;
g = (orig.getPixel(x-1, y-1).g + orig.getPixel(x, y-1).g + orig.getPixel(x+1, y-1).g +
orig.getPixel(x, y-1).g + orig.getPixel(x+1, y).g +
orig.getPixel(x-1, y+1).g + orig.getPixel(x, y+1).g + orig.getPixel(x+1, y+1).g) / 8;
b = (orig.getPixel(x-1, y-1).b + orig.getPixel(x, y-1).b + orig.getPixel(x+1, y-1).b +
orig.getPixel(x, y-1).b + orig.getPixel(x+1, y).b +
orig.getPixel(x-1, y+1).b + orig.getPixel(x, y+1).b + orig.getPixel(x+1, y+1).b) / 8;
post.setPixel(x, y, sf::Color(r, g, b));
}
}
orig = post;
counter++;
}
text.loadFromImage(post);
sprite.setTexture(text);
}