X-Git-Url: https://git.sesse.net/?p=movit;a=blobdiff_plain;f=dither_effect.cpp;h=87e729a3c9feca0a7253e7617eeb41d287d9f68b;hp=cdfb157e675900a08ed3a859889641e01df7ba4a;hb=f1a81dca72da9aa5103527b8c9494381204e70c5;hpb=cc9e1cb1ba6a09b38b5e59ccab817a97dd49ca98 diff --git a/dither_effect.cpp b/dither_effect.cpp index cdfb157..87e729a 100644 --- a/dither_effect.cpp +++ b/dither_effect.cpp @@ -47,11 +47,17 @@ void DitherEffect::update_texture(GLuint glsl_program_num, const std::string &pr float *dither_noise = new float[width * height]; float dither_double_amplitude = 1.0f / (1 << num_bits); + // We don't need a strictly nonrepeating dither; reducing the resolution + // to max 128x128 saves a lot of texture bandwidth, without causing any + // noticeable harm to the dither's performance. + texture_width = std::min(width, 128); + texture_height = std::min(height, 128); + // Using the resolution as a seed gives us a consistent dither from frame to frame. // It also gives a different dither for e.g. different aspect ratios, which _feels_ // good, but probably shouldn't matter. unsigned seed = (width << 16) ^ height; - for (int i = 0; i < width * height; ++i) { + for (int i = 0; i < texture_width * texture_height; ++i) { seed = lcg_rand(seed); float normalized_rand = seed * (1.0f / (1U << 31)) - 0.5; // [-0.5, 0.5> dither_noise[i] = dither_double_amplitude * normalized_rand; @@ -63,11 +69,13 @@ void DitherEffect::update_texture(GLuint glsl_program_num, const std::string &pr check_error(); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); check_error(); - glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); + check_error(); + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT); check_error(); - glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT); check_error(); - glTexImage2D(GL_TEXTURE_2D, 0, GL_LUMINANCE16F_ARB, width, height, 0, GL_LUMINANCE, GL_FLOAT, dither_noise); + glTexImage2D(GL_TEXTURE_2D, 0, GL_LUMINANCE16F_ARB, texture_width, texture_height, 0, GL_LUMINANCE, GL_FLOAT, dither_noise); check_error(); delete[] dither_noise; @@ -91,4 +99,10 @@ void DitherEffect::set_gl_state(GLuint glsl_program_num, const std::string &pref set_uniform_int(glsl_program_num, prefix, "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); }