X-Git-Url: https://git.sesse.net/?p=movit;a=blobdiff_plain;f=resample_effect.cpp;h=17745bc6d564e9340d756894b5f5058b34dbc1b8;hp=50b7c6bc5c4730fc6bb25cd18c96a446c8f02986;hb=8a7bc428c1af91981bf8dfd73495acb2ebfaab6b;hpb=7538612384304a9c209ac12fe07f2822427a5aeb diff --git a/resample_effect.cpp b/resample_effect.cpp index 50b7c6b..17745bc 100644 --- a/resample_effect.cpp +++ b/resample_effect.cpp @@ -171,6 +171,13 @@ bool ResampleEffect::set_float(const string &key, float value) { update_size(); return true; } + if (key == "top") { + // Compensate for the bottom-left origin. + return vpass->set_float("offset", -value); + } + if (key == "left") { + return hpass->set_float("offset", value); + } return false; } @@ -179,16 +186,19 @@ SingleResamplePassEffect::SingleResamplePassEffect(ResampleEffect *parent) direction(HORIZONTAL), input_width(1280), input_height(720), + offset(0.0), last_input_width(-1), last_input_height(-1), last_output_width(-1), - last_output_height(-1) + last_output_height(-1), + last_offset(0.0 / 0.0) // NaN. { register_int("direction", (int *)&direction); register_int("input_width", &input_width); register_int("input_height", &input_height); register_int("output_width", &output_width); register_int("output_height", &output_height); + register_float("offset", &offset); glGenTextures(1, &texnum); } @@ -294,10 +304,12 @@ void SingleResamplePassEffect::update_texture(GLuint glsl_program_num, const str int int_radius = lrintf(LANCZOS_RADIUS / radius_scaling_factor); int src_samples = int_radius * 2 + 1; float *weights = new float[dst_samples * src_samples * 2]; + float subpixel_offset = offset - lrintf(offset); // The part not covered by whole_pixel_offset. + assert(subpixel_offset >= -0.5f && subpixel_offset <= 0.5f); for (unsigned y = 0; y < dst_samples; ++y) { // Find the point around which we want to sample the source image, // compensating for differing pixel centers as the scale changes. - float center_src_y = (y + 0.5f) * float(src_size) / float(dst_size) - 0.5f; + float center_src_y = (y + subpixel_offset + 0.5f) * float(src_size) / float(dst_size) - 0.5f; int base_src_y = lrintf(center_src_y); // Now sample pixels on each side around that point. @@ -307,7 +319,6 @@ void SingleResamplePassEffect::update_texture(GLuint glsl_program_num, const str weights[(y * src_samples + i) * 2 + 0] = weight * radius_scaling_factor; weights[(y * src_samples + i) * 2 + 1] = (src_y + 0.5) / float(src_size); } - } // Now make use of the bilinear filtering in the GPU to reduce the number of samples @@ -388,12 +399,14 @@ void SingleResamplePassEffect::set_gl_state(GLuint glsl_program_num, const strin if (input_width != last_input_width || input_height != last_input_height || output_width != last_output_width || - output_height != last_output_height) { + output_height != last_output_height || + offset != last_offset) { update_texture(glsl_program_num, prefix, sampler_num); last_input_width = input_width; last_input_height = input_height; last_output_width = output_width; last_output_height = output_height; + last_offset = offset; } glActiveTexture(GL_TEXTURE0 + *sampler_num); @@ -411,6 +424,14 @@ void SingleResamplePassEffect::set_gl_state(GLuint glsl_program_num, const strin set_uniform_float(glsl_program_num, prefix, "sample_x_scale", 1.0f / src_bilinear_samples); set_uniform_float(glsl_program_num, prefix, "sample_x_offset", 0.5f / src_bilinear_samples); + float whole_pixel_offset; + if (direction == SingleResamplePassEffect::VERTICAL) { + whole_pixel_offset = lrintf(offset) / float(input_height); + } else { + whole_pixel_offset = lrintf(offset) / float(input_width); + } + set_uniform_float(glsl_program_num, prefix, "whole_pixel_offset", whole_pixel_offset); + // We specifically do not want mipmaps on the input texture; // they break minification. Node *self = chain->find_node_for_effect(this);