X-Git-Url: https://git.sesse.net/?p=movit;a=blobdiff_plain;f=blur_effect.cpp;h=adffe089a6d452d5f06a2c9907710aa152ee1f6f;hp=e945295da641dd565c74b54684be93e158de0022;hb=f216b7bef5a968c89f6fc78e83cc26a91e504a8a;hpb=b5e3174594efe9a920621a68d3b28f5e44676d03 diff --git a/blur_effect.cpp b/blur_effect.cpp index e945295..adffe08 100644 --- a/blur_effect.cpp +++ b/blur_effect.cpp @@ -1,24 +1,226 @@ -#define GL_GLEXT_PROTOTYPES 1 - +#include +#include #include -#include -#include +#include #include "blur_effect.h" +#include "effect_chain.h" +#include "effect_util.h" +#include "init.h" #include "util.h" +using namespace std; + +namespace movit { + BlurEffect::BlurEffect() - : radius(0.3f) + : num_taps(16), + radius(3.0f), + input_width(1280), + input_height(720) { - register_float("radius", (float *)&radius); + // The first blur pass will forward resolution information to us. + hpass = new SingleBlurPassEffect(this); + CHECK(hpass->set_int("direction", SingleBlurPassEffect::HORIZONTAL)); + vpass = new SingleBlurPassEffect(NULL); + CHECK(vpass->set_int("direction", SingleBlurPassEffect::VERTICAL)); + + update_radius(); } -std::string BlurEffect::output_fragment_shader() +void BlurEffect::rewrite_graph(EffectChain *graph, Node *self) +{ + Node *hpass_node = graph->add_node(hpass); + Node *vpass_node = graph->add_node(vpass); + graph->connect_nodes(hpass_node, vpass_node); + graph->replace_receiver(self, hpass_node); + graph->replace_sender(self, vpass_node); + self->disabled = true; +} + +// We get this information forwarded from the first blur pass, +// since we are not part of the chain ourselves. +void BlurEffect::inform_input_size(unsigned input_num, unsigned width, unsigned height) { - return read_file("blur_effect.frag"); + assert(input_num == 0); + assert(width != 0); + assert(height != 0); + input_width = width; + input_height = height; + update_radius(); +} + +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. + 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) { + // Find the next mipmap size (round down, minimum 1 pixel). + 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); + } + + 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 |= 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); } -void BlurEffect::set_uniforms(GLuint glsl_program_num, const std::string &prefix, unsigned *sampler_num) +bool BlurEffect::set_float(const string &key, float value) { + if (key == "radius") { + radius = value; + update_radius(); + return true; + } + 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), + height(720), + uniform_samples(NULL) { - Effect::set_uniforms(glsl_program_num, prefix, sampler_num); + register_float("radius", &radius); + 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); + register_int("num_taps", &num_taps); } + +SingleBlurPassEffect::~SingleBlurPassEffect() +{ + delete[] uniform_samples; +} + +string SingleBlurPassEffect::output_fragment_shader() +{ + char buf[256]; + sprintf(buf, "#define DIRECTION_VERTICAL %d\n#define NUM_TAPS %d\n", + (direction == VERTICAL), num_taps); + uniform_samples = new float[2 * (num_taps / 2 + 1)]; + register_uniform_vec2_array("samples", uniform_samples, num_taps / 2 + 1); + return buf + read_file("blur_effect.frag"); +} + +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); + + // Compute the weights; they will be symmetrical, so we only compute + // the right side. + float* weight = new float[num_taps + 1]; + if (radius < 1e-3) { + weight[0] = 1.0f; + for (int i = 1; i < num_taps + 1; ++i) { + weight[i] = 0.0f; + } + } else { + float sum = 0.0f; + 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 + // 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) { + sum += weight[i]; + } else { + sum += 2.0f * weight[i]; + } + } + for (int i = 0; i < num_taps + 1; ++i) { + weight[i] /= sum; + } + } + + // 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 + // between the two pixel centers, and we can do with fewer weights. + // (This is right even in the vertical pass where we don't actually + // sample between the pixels, because we have linear interpolation + // there too.) + // + // We pack the parameters into a float4: The relative sample coordinates + // in (x,y), and the weight in z. w is unused. + + // Center sample. + uniform_samples[2 * 0 + 0] = 0.0f; + uniform_samples[2 * 0 + 1] = weight[0]; + + int size; + if (direction == HORIZONTAL) { + size = width; + } else if (direction == VERTICAL) { + size = height; + } else { + assert(false); + } + float num_subtexels = size / movit_texel_subpixel_precision; + float inv_num_subtexels = movit_texel_subpixel_precision / size; + + // All other samples. + 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]; + + float pos1 = base_pos / (float)size; + float pos2 = (base_pos + 1) / (float)size; + float pos, total_weight; + combine_two_samples(w1, w2, pos1, pos2, num_subtexels, inv_num_subtexels, &pos, &total_weight, NULL); + + uniform_samples[2 * i + 0] = pos; + uniform_samples[2 * i + 1] = total_weight; + } + + delete[] weight; +} + +void SingleBlurPassEffect::clear_gl_state() +{ +} + +} // namespace movit