X-Git-Url: https://git.sesse.net/?p=movit;a=blobdiff_plain;f=dither_effect.cpp;h=574d70a5cf82bcfc1adac94b8e8a50a5a00d1668;hp=72a38deb46490aac5e738a6bf19e48b674a6c45a;hb=b3744d740477304cf09983b25939c31f709ba7b0;hpb=a7bc6c9c002f26b0bb781a3475774eba5dab6acf diff --git a/dither_effect.cpp b/dither_effect.cpp index 72a38de..574d70a 100644 --- a/dither_effect.cpp +++ b/dither_effect.cpp @@ -1,4 +1,4 @@ -#include +#include #include #include #include @@ -35,6 +35,10 @@ DitherEffect::DitherEffect() register_int("output_width", &width); register_int("output_height", &height); register_int("num_bits", &num_bits); + register_uniform_float("round_fac", &uniform_round_fac); + register_uniform_float("inv_round_fac", &uniform_inv_round_fac); + register_uniform_vec2("tc_scale", uniform_tc_scale); + register_uniform_sampler2d("dither_tex", &uniform_dither_tex); glGenTextures(1, &texnum); } @@ -110,19 +114,19 @@ void DitherEffect::set_gl_state(GLuint glsl_program_num, const string &prefix, u glBindTexture(GL_TEXTURE_2D, texnum); check_error(); - set_uniform_int(glsl_program_num, prefix, "dither_tex", *sampler_num); - ++sampler_num; + uniform_dither_tex = *sampler_num; + ++*sampler_num; // In theory, we should adjust for the texel centers that have moved here as well, // but since we use GL_NEAREST and we don't really care a lot what texel we sample, // we don't have to worry about it. - float tc_scale[] = { float(width) / float(texture_width), float(height) / float(texture_height) }; - set_uniform_vec2(glsl_program_num, prefix, "tc_scale", tc_scale); + uniform_tc_scale[0] = float(width) / float(texture_width); + uniform_tc_scale[1] = float(height) / float(texture_height); // Used if the shader needs to do explicit rounding. int round_fac = (1 << num_bits) - 1; - set_uniform_float(glsl_program_num, prefix, "round_fac", round_fac); - set_uniform_float(glsl_program_num, prefix, "inv_round_fac", 1.0f / round_fac); + uniform_round_fac = round_fac; + uniform_inv_round_fac = 1.0f / round_fac; } } // namespace movit