X-Git-Url: https://git.sesse.net/?p=movit;a=blobdiff_plain;f=blur_effect.cpp;h=027d25b1113ef83e37f472e5dc561b95251a5484;hp=b0327e2948307c0f5a92bd7de1dd537425fd93b5;hb=95edbfccb0843da3cc105dadc5bc6d8e102f6071;hpb=97f04cf3de39851ba0808aace31866afa9a9f500 diff --git a/blur_effect.cpp b/blur_effect.cpp index b0327e2..027d25b 100644 --- a/blur_effect.cpp +++ b/blur_effect.cpp @@ -8,15 +8,13 @@ #include "effect_util.h" #include "util.h" -// Must match blur_effect.frag. -#define NUM_TAPS 16 - using namespace std; namespace movit { BlurEffect::BlurEffect() - : radius(3.0f), + : num_taps(16), + radius(3.0f), input_width(1280), input_height(720) { @@ -58,7 +56,7 @@ void BlurEffect::update_radius() // box blurs) until we have what we need. unsigned mipmap_width = input_width, mipmap_height = input_height; float adjusted_radius = radius; - while ((mipmap_width > 1 || mipmap_height > 1) && adjusted_radius * 1.5f > NUM_TAPS / 2) { + while ((mipmap_width > 1 || mipmap_height > 1) && adjusted_radius * 1.5f > num_taps / 2) { // Find the next mipmap size (round down, minimum 1 pixel). mipmap_width = max(mipmap_width / 2, 1u); mipmap_height = max(mipmap_height / 2, 1u); @@ -72,12 +70,14 @@ void BlurEffect::update_radius() ok |= hpass->set_int("height", mipmap_height); ok |= hpass->set_int("virtual_width", mipmap_width); ok |= hpass->set_int("virtual_height", mipmap_height); + ok |= hpass->set_int("num_taps", num_taps); ok |= vpass->set_float("radius", adjusted_radius); ok |= vpass->set_int("width", mipmap_width); ok |= vpass->set_int("height", mipmap_height); ok |= vpass->set_int("virtual_width", input_width); ok |= vpass->set_int("virtual_height", input_height); + ok |= vpass->set_int("num_taps", num_taps); assert(ok); } @@ -91,8 +91,21 @@ bool BlurEffect::set_float(const string &key, float value) { return false; } +bool BlurEffect::set_int(const string &key, int value) { + if (key == "num_taps") { + if (value < 2 || value % 2 != 0) { + return false; + } + num_taps = value; + update_radius(); + return true; + } + return false; +} + SingleBlurPassEffect::SingleBlurPassEffect(BlurEffect *parent) : parent(parent), + num_taps(16), radius(3.0f), direction(HORIZONTAL), width(1280), @@ -104,11 +117,15 @@ SingleBlurPassEffect::SingleBlurPassEffect(BlurEffect *parent) register_int("height", &height); register_int("virtual_width", &virtual_width); register_int("virtual_height", &virtual_height); + register_int("num_taps", &num_taps); } string SingleBlurPassEffect::output_fragment_shader() { - return read_file("blur_effect.frag"); + char buf[256]; + sprintf(buf, "#define DIRECTION_VERTICAL %d\n#define NUM_TAPS %d\n", + (direction == VERTICAL), num_taps); + return buf + read_file("blur_effect.frag"); } void SingleBlurPassEffect::set_gl_state(GLuint glsl_program_num, const string &prefix, unsigned *sampler_num) @@ -117,15 +134,15 @@ void SingleBlurPassEffect::set_gl_state(GLuint glsl_program_num, const string &p // Compute the weights; they will be symmetrical, so we only compute // the right side. - float weight[NUM_TAPS + 1]; + float* weight = new float[num_taps + 1]; if (radius < 1e-3) { weight[0] = 1.0f; - for (unsigned i = 1; i < NUM_TAPS + 1; ++i) { + for (int i = 1; i < num_taps + 1; ++i) { weight[i] = 0.0f; } } else { float sum = 0.0f; - for (unsigned i = 0; i < NUM_TAPS + 1; ++i) { + for (int i = 0; i < num_taps + 1; ++i) { // 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 // long-tail. This is a simple logistic distribution, which has @@ -144,7 +161,7 @@ void SingleBlurPassEffect::set_gl_state(GLuint glsl_program_num, const string &p sum += 2.0f * weight[i]; } } - for (unsigned i = 0; i < NUM_TAPS + 1; ++i) { + for (int i = 0; i < num_taps + 1; ++i) { weight[i] /= sum; } } @@ -159,16 +176,14 @@ void SingleBlurPassEffect::set_gl_state(GLuint glsl_program_num, const string &p // // We pack the parameters into a float4: The relative sample coordinates // in (x,y), and the weight in z. w is unused. - float samples[4 * (NUM_TAPS / 2 + 1)]; + float* samples = new float[2 * (num_taps / 2 + 1)]; // Center sample. - samples[4 * 0 + 0] = 0.0f; - samples[4 * 0 + 1] = 0.0f; - samples[4 * 0 + 2] = weight[0]; - samples[4 * 0 + 3] = 0.0f; + samples[2 * 0 + 0] = 0.0f; + samples[2 * 0 + 1] = weight[0]; // All other samples. - for (unsigned i = 1; i < NUM_TAPS / 2 + 1; ++i) { + for (int i = 1; i < num_taps / 2 + 1; ++i) { unsigned base_pos = i * 2 - 1; float w1 = weight[base_pos]; float w2 = weight[base_pos + 1]; @@ -176,23 +191,21 @@ void SingleBlurPassEffect::set_gl_state(GLuint glsl_program_num, const string &p float offset, total_weight; combine_two_samples(w1, w2, &offset, &total_weight, NULL); - float x = 0.0f, y = 0.0f; - if (direction == HORIZONTAL) { - x = (base_pos + offset) / (float)width; + samples[2 * i + 0] = (base_pos + offset) / (float)width; } else if (direction == VERTICAL) { - y = (base_pos + offset) / (float)height; + samples[2 * i + 0] = (base_pos + offset) / (float)height; } else { assert(false); } - samples[4 * i + 0] = x; - samples[4 * i + 1] = y; - samples[4 * i + 2] = total_weight; - samples[4 * i + 3] = 0.0f; + samples[2 * i + 1] = total_weight; } - set_uniform_vec4_array(glsl_program_num, prefix, "samples", samples, NUM_TAPS / 2 + 1); + set_uniform_vec2_array(glsl_program_num, prefix, "samples", samples, num_taps / 2 + 1); + + delete[] weight; + delete[] samples; } void SingleBlurPassEffect::clear_gl_state()