X-Git-Url: https://git.sesse.net/?p=movit;a=blobdiff_plain;f=blur_effect.cpp;h=c8cf539e0542a3184d9f6d1f1d7d23acc77752d6;hp=fd81aa86cdbc342cbdf3e231e6f89acbae9fa80d;hb=3d1f6c11c53cd9d3d5c1fb60f4accf050b7f135e;hpb=0a3c9320e21fc211f0c61a4bda1c6932920c6883 diff --git a/blur_effect.cpp b/blur_effect.cpp index fd81aa8..c8cf539 100644 --- a/blur_effect.cpp +++ b/blur_effect.cpp @@ -1,71 +1,89 @@ -#define GL_GLEXT_PROTOTYPES 1 - #include -#include -#include #include #include "blur_effect.h" #include "util.h" +#include "opengl.h" // Must match blur_effect.frag. #define NUM_TAPS 16 - + BlurEffect::BlurEffect() - : radius(3.0f), - direction(HORIZONTAL) + : radius(3.0f) { - register_float("radius", (float *)&radius); - register_int("direction", (int *)&direction); -} + hpass = new SingleBlurPassEffect(); + hpass->set_int("direction", SingleBlurPassEffect::HORIZONTAL); + vpass = new SingleBlurPassEffect(); + vpass->set_int("direction", SingleBlurPassEffect::VERTICAL); -std::string BlurEffect::output_fragment_shader() -{ - return read_file("blur_effect.frag"); + update_radius(); } -void BlurEffect::set_uniforms(GLuint glsl_program_num, const std::string &prefix, unsigned *sampler_num) +void BlurEffect::add_self_to_effect_chain(EffectChain *chain, const std::vector &inputs) { - 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); - } + assert(inputs.size() == 1); + hpass->add_self_to_effect_chain(chain, inputs); + std::vector vpass_inputs; + vpass_inputs.push_back(hpass); + 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 + // 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! + // TODO: Consider the actual width and height (they influence mipmap + // sizes subtly). unsigned base_mipmap_level = 0; float adjusted_radius = radius; - while (texture_size > 1 && adjusted_radius * 2.5f > NUM_TAPS / 2) { + while (adjusted_radius * 1.5f > NUM_TAPS / 2) { ++base_mipmap_level; - texture_size /= 2; // Rounding down. - adjusted_radius = radius * float(texture_size) / float(base_texture_size); + 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 - // 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; + 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 (key == "radius") { + radius = value; + update_radius(); + return true; } + return false; +} + +SingleBlurPassEffect::SingleBlurPassEffect() + : radius(3.0f), + direction(HORIZONTAL), + width(1280), + height(720) +{ + register_float("radius", &radius); + register_int("direction", (int *)&direction); + register_int("width", &width); + register_int("height", &height); +} - 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(); +std::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) +{ + Effect::set_gl_state(glsl_program_num, prefix, sampler_num); // Compute the weights; they will be symmetrical, so we only compute // the right side. @@ -78,7 +96,7 @@ void BlurEffect::set_uniforms(GLuint glsl_program_num, const std::string &prefix } 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 @@ -97,9 +115,6 @@ void BlurEffect::set_uniforms(GLuint glsl_program_num, const std::string &prefix } } -#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 @@ -132,17 +147,12 @@ void BlurEffect::set_uniforms(GLuint glsl_program_num, const std::string &prefix 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); } @@ -154,28 +164,8 @@ void BlurEffect::set_uniforms(GLuint glsl_program_num, const std::string &prefix } 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() +{ }