X-Git-Url: https://git.sesse.net/?p=movit;a=blobdiff_plain;f=blur_effect.cpp;h=17044f12f35c54681148814f38efebac4d37f5e0;hp=7ca895a15f6b56b8dfee4e53a0f013610097d0de;hb=86b456fd6112ba54dd890c4f8be408d297de07d5;hpb=75c27c449aabb27ed0b028b57b20d70005a6e447 diff --git a/blur_effect.cpp b/blur_effect.cpp index 7ca895a..17044f1 100644 --- a/blur_effect.cpp +++ b/blur_effect.cpp @@ -3,14 +3,17 @@ #include #include #include +#include #include "blur_effect.h" #include "util.h" BlurEffect::BlurEffect() - : radius(3.0f) + : radius(3.0f), + direction(HORIZONTAL) { register_float("radius", (float *)&radius); + register_int("direction", (int *)&direction); } std::string BlurEffect::output_fragment_shader() @@ -33,11 +36,30 @@ void BlurEffect::set_uniforms(GLuint glsl_program_num, const std::string &prefix pixel_size *= 2.0f; } + // 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); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_BASE_LEVEL, base_mipmap_level); check_error(); - set_uniform_float(glsl_program_num, prefix, "pixel_offset", pixel_size / 1280.0f); // FIXME + // FIXME + if (direction == HORIZONTAL) { + float ps[] = { pixel_size / 1280.0f, 0.0f }; + set_uniform_vec2(glsl_program_num, prefix, "pixel_offset", ps); + } else if (direction == VERTICAL) { + float ps[] = { 0.0f, pixel_size / 720.0f }; + set_uniform_vec2(glsl_program_num, prefix, "pixel_offset", ps); + } else { + assert(false); + } // Simple Gaussian weights for now. float weight[15], total = 0.0f;