]> git.sesse.net Git - movit/blobdiff - blur_effect.cpp
Make the blur use the resize functionality, which also unbreaks the in-between sampli...
[movit] / blur_effect.cpp
index 285169851705309c0867b50bac0408c6284ca1a2..c8cf539e0542a3184d9f6d1f1d7d23acc77752d6 100644 (file)
@@ -1,45 +1,79 @@
-#define GL_GLEXT_PROTOTYPES 1
-
 #include <math.h>
-#include <GL/gl.h>
-#include <GL/glext.h>
 #include <assert.h>
 
 #include "blur_effect.h"
 #include "util.h"
+#include "opengl.h"
 
 // Must match blur_effect.frag.
 #define NUM_TAPS 16
        
-BlurEffect::BlurEffect() {
+BlurEffect::BlurEffect()
+       : radius(3.0f)
+{
        hpass = new SingleBlurPassEffect();
        hpass->set_int("direction", SingleBlurPassEffect::HORIZONTAL);
        vpass = new SingleBlurPassEffect();
        vpass->set_int("direction", SingleBlurPassEffect::VERTICAL);
+
+       update_radius();
 }
 
-void BlurEffect::add_self_to_effect_chain(EffectChain *chain, const std::vector<Effect *> &inputs) {
+void BlurEffect::add_self_to_effect_chain(EffectChain *chain, const std::vector<Effect *> &inputs)
+{
        assert(inputs.size() == 1);
        hpass->add_self_to_effect_chain(chain, inputs);
 
        std::vector<Effect *> vpass_inputs;
        vpass_inputs.push_back(hpass);
-       vpass->add_self_to_effect_chain(chain, vpass_inputs);
+       vpass->add_self_to_effect_chain(chain, vpass_inputs); 
+}
+               
+void BlurEffect::update_radius()
+{
+       // We only have 16 taps to work with on each side, and we want that to
+       // reach out to about 2.5*sigma. Bump up the mipmap levels (giving us
+       // box blurs) until we have what we need.
+       //
+       // TODO: Consider the actual width and height (they influence mipmap
+       // sizes subtly).
+       unsigned base_mipmap_level = 0;
+       float adjusted_radius = radius;
+       while (adjusted_radius * 1.5f > NUM_TAPS / 2) {
+               ++base_mipmap_level;
+               adjusted_radius /= 2.0f;
+       }
+       
+       bool ok = hpass->set_float("radius", adjusted_radius);
+       ok |= hpass->set_int("width", 1280 / (1 << base_mipmap_level));  // FIXME
+       ok |= hpass->set_int("height", 720 / (1 << base_mipmap_level));  // FIXME
+
+       ok |= vpass->set_float("radius", adjusted_radius);
+       ok |= vpass->set_int("width", 1280 / (1 << base_mipmap_level));  // FIXME
+       ok |= vpass->set_int("height", 720 / (1 << base_mipmap_level));  // FIXME
+
+       assert(ok);
 }
 
 bool BlurEffect::set_float(const std::string &key, float value) {
-       if (!hpass->set_float(key, value)) {
-               return false;
+       if (key == "radius") {
+               radius = value;
+               update_radius();
+               return true;
        }
-       return vpass->set_float(key, value);
+       return false;
 }
 
 SingleBlurPassEffect::SingleBlurPassEffect()
        : radius(3.0f),
-         direction(HORIZONTAL)
+         direction(HORIZONTAL),
+         width(1280),
+         height(720)
 {
-       register_float("radius", (float *)&radius);
+       register_float("radius", &radius);
        register_int("direction", (int *)&direction);
+       register_int("width", &width);
+       register_int("height", &height);
 }
 
 std::string SingleBlurPassEffect::output_fragment_shader()
@@ -47,48 +81,9 @@ std::string SingleBlurPassEffect::output_fragment_shader()
        return read_file("blur_effect.frag");
 }
 
-void SingleBlurPassEffect::set_uniforms(GLuint glsl_program_num, const std::string &prefix, unsigned *sampler_num)
+void SingleBlurPassEffect::set_gl_state(GLuint glsl_program_num, const std::string &prefix, unsigned *sampler_num)
 {
-       Effect::set_uniforms(glsl_program_num, prefix, sampler_num);
-
-       int base_texture_size, texture_size;
-       if (direction == HORIZONTAL) {
-               base_texture_size = texture_size = 1280;  // FIXME
-       } else if (direction == VERTICAL) {
-               base_texture_size = texture_size = 720;  // FIXME
-       } else {
-               assert(false);
-       }
-
-       // We only have 16 taps to work with on each side, and we want that to
-       // reach out to about 2.5*sigma.  Bump up the mipmap levels (giving us
-       // box blurs) until we have what we need.
-       //
-       // FIXME: we really need to pick the same mipmap level for both horizontal and vertical!
-       unsigned base_mipmap_level = 0;
-       float adjusted_radius = radius;
-       while (texture_size > 1 && adjusted_radius * 2.5f > NUM_TAPS / 2) {
-               ++base_mipmap_level;
-               texture_size /= 2;  // Rounding down.
-               adjusted_radius = radius * float(texture_size) / float(base_texture_size);
-       }
-
-       // In the second pass, we do the same, but don't sample from a mipmap;
-       // that would re-blur the other direction in an ugly fashion, and we already
-       // have the vertical box blur we need from that pass.
-       //
-       // TODO: We really need to present horizontal+vertical as a unit;
-       // currently, there's really no guarantee vertical blur is the second pass.
-       if (direction == VERTICAL) {
-               base_mipmap_level = 0;
-       }
-
-       glActiveTexture(GL_TEXTURE0);
-       check_error();
-       glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_BASE_LEVEL, base_mipmap_level);
-       check_error();
-       glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, base_mipmap_level);
-       check_error();
+       Effect::set_gl_state(glsl_program_num, prefix, sampler_num);
 
        // Compute the weights; they will be symmetrical, so we only compute
        // the right side.
@@ -101,7 +96,7 @@ void SingleBlurPassEffect::set_uniforms(GLuint glsl_program_num, const std::stri
        } else {
                float sum = 0.0f;
                for (unsigned i = 0; i < NUM_TAPS + 1; ++i) {
-                       float z = i / adjusted_radius;
+                       float z = i / radius;
 
                        // Gaussian blur is a common, but maybe not the prettiest choice;
                        // it can feel a bit too blurry in the fine detail and too little
@@ -120,9 +115,6 @@ void SingleBlurPassEffect::set_uniforms(GLuint glsl_program_num, const std::stri
                }
        }
 
-#if 0
-       // NOTE: This is currently broken.
-
        // Since the GPU gives us bilinear sampling for free, we can get two
        // samples for the price of one (for every but the center sample,
        // in which case this trick doesn't buy us anything). Simply sample
@@ -155,17 +147,12 @@ void SingleBlurPassEffect::set_uniforms(GLuint glsl_program_num, const std::stri
                        offset = w2 / (w1 + w2);
                        total_weight = w1 + w2;
                }
-#if 0
-               // hack for easier visualization
-               offset = 0.5f;
-               total_weight = 8.0f;
-#endif
                float x = 0.0f, y = 0.0f;
 
                if (direction == HORIZONTAL) {
-                       x = (base_pos + offset) / (float)texture_size;
+                       x = (base_pos + offset) / (float)width;
                } else if (direction == VERTICAL) {
-                       y = (base_pos + offset) / (float)texture_size;
+                       y = (base_pos + offset) / (float)height;
                } else {
                        assert(false);
                }
@@ -177,28 +164,8 @@ void SingleBlurPassEffect::set_uniforms(GLuint glsl_program_num, const std::stri
        }
 
        set_uniform_vec4_array(glsl_program_num, prefix, "samples", samples, NUM_TAPS / 2 + 1);
-#else
-       // Boring, at-whole-pixels sampling.
-       float samples[4 * NUM_TAPS];
-
-       // All other samples.
-       for (unsigned i = 0; i < NUM_TAPS + 1; ++i) {
-               float x = 0.0f, y = 0.0f;
-
-               if (direction == HORIZONTAL) {
-                       x = i / (float)texture_size;
-               } else if (direction == VERTICAL) {
-                       y = i / (float)texture_size;
-               } else {
-                       assert(false);
-               }
-
-               samples[4 * i + 0] = x;
-               samples[4 * i + 1] = y;
-               samples[4 * i + 2] = weight[i];
-               samples[4 * i + 3] = 0.0f;
-       }
+}
 
-       set_uniform_vec4_array(glsl_program_num, prefix, "samples", samples, NUM_TAPS + 1);
-#endif
+void SingleBlurPassEffect::clear_gl_state()
+{
 }