X-Git-Url: https://git.sesse.net/?p=movit;a=blobdiff_plain;f=blur_effect.cpp;h=80aef747c8a6bba0da40f20b0a06e91b810e2937;hp=b48dc956e59dade84e49ac507de998dc4241f45d;hb=2b6a8585772bf9ae742a2ee36144a0cdd5ba0524;hpb=322c03693ae23e5a5843dee9dcb74dfb3b7d43d8 diff --git a/blur_effect.cpp b/blur_effect.cpp index b48dc95..80aef74 100644 --- a/blur_effect.cpp +++ b/blur_effect.cpp @@ -1,13 +1,17 @@ -#include +#include #include +#include +#include #include "blur_effect.h" #include "effect_chain.h" +#include "effect_util.h" #include "util.h" -#include "opengl.h" // Must match blur_effect.frag. #define NUM_TAPS 16 + +using namespace std; BlurEffect::BlurEffect() : radius(3.0f), @@ -16,9 +20,9 @@ BlurEffect::BlurEffect() { // The first blur pass will forward resolution information to us. hpass = new SingleBlurPassEffect(this); - hpass->set_int("direction", SingleBlurPassEffect::HORIZONTAL); + CHECK(hpass->set_int("direction", SingleBlurPassEffect::HORIZONTAL)); vpass = new SingleBlurPassEffect(NULL); - vpass->set_int("direction", SingleBlurPassEffect::VERTICAL); + CHECK(vpass->set_int("direction", SingleBlurPassEffect::VERTICAL)); update_radius(); } @@ -54,8 +58,8 @@ void BlurEffect::update_radius() float adjusted_radius = radius; 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 = std::max(mipmap_width / 2, 1u); - mipmap_height = std::max(mipmap_height / 2, 1u); + mipmap_width = max(mipmap_width / 2, 1u); + mipmap_height = max(mipmap_height / 2, 1u); // Approximate when mipmap sizes are odd, but good enough. adjusted_radius = radius * float(mipmap_width) / float(input_width); @@ -64,15 +68,19 @@ void BlurEffect::update_radius() bool ok = hpass->set_float("radius", adjusted_radius); ok |= hpass->set_int("width", mipmap_width); ok |= hpass->set_int("height", mipmap_height); + ok |= hpass->set_int("virtual_width", mipmap_width); + ok |= hpass->set_int("virtual_height", mipmap_height); 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); assert(ok); } -bool BlurEffect::set_float(const std::string &key, float value) { +bool BlurEffect::set_float(const string &key, float value) { if (key == "radius") { radius = value; update_radius(); @@ -92,14 +100,16 @@ SingleBlurPassEffect::SingleBlurPassEffect(BlurEffect *parent) register_int("direction", (int *)&direction); register_int("width", &width); register_int("height", &height); + register_int("virtual_width", &virtual_width); + register_int("virtual_height", &virtual_height); } -std::string SingleBlurPassEffect::output_fragment_shader() +string SingleBlurPassEffect::output_fragment_shader() { return read_file("blur_effect.frag"); } -void SingleBlurPassEffect::set_gl_state(GLuint glsl_program_num, const std::string &prefix, unsigned *sampler_num) +void SingleBlurPassEffect::set_gl_state(GLuint glsl_program_num, const string &prefix, unsigned *sampler_num) { Effect::set_gl_state(glsl_program_num, prefix, sampler_num); @@ -114,12 +124,16 @@ void SingleBlurPassEffect::set_gl_state(GLuint glsl_program_num, const std::stri } else { float sum = 0.0f; for (unsigned i = 0; i < NUM_TAPS + 1; ++i) { - 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 // long-tail. This is a simple logistic distribution, which has // a narrower peak but longer tails. + // + // We interpret the radius as sigma, similar to Gaussian blur. + // Wikipedia says that sigma² = pi² s² / 3, which yields: + const float s = (sqrt(3.0) / M_PI) * radius; + float z = i / (2.0 * s); + weight[i] = 1.0f / (cosh(z) * cosh(z)); if (i == 0) { @@ -158,13 +172,8 @@ void SingleBlurPassEffect::set_gl_state(GLuint glsl_program_num, const std::stri float w2 = weight[base_pos + 1]; float offset, total_weight; - if (w1 + w2 < 1e-6) { - offset = 0.5f; - total_weight = 0.0f; - } else { - offset = w2 / (w1 + w2); - total_weight = w1 + w2; - } + combine_two_samples(w1, w2, &offset, &total_weight, NULL); + float x = 0.0f, y = 0.0f; if (direction == HORIZONTAL) {