X-Git-Url: https://git.sesse.net/?p=movit;a=blobdiff_plain;f=resample_effect.cpp;h=74b059404332cbab2da91d7e403954997df96a9d;hp=c2ef531d3dee6b9fa272bebfe2f97086ce23126a;hb=7f1c8bb8b3ce08b94054f0a8990e5b8225d36036;hpb=6f0d068e83d8aa03e1d530d02762da199fc5a1ff diff --git a/resample_effect.cpp b/resample_effect.cpp index c2ef531..74b0594 100644 --- a/resample_effect.cpp +++ b/resample_effect.cpp @@ -1,7 +1,7 @@ // Three-lobed Lanczos, the most common choice. #define LANCZOS_RADIUS 3.0 -#include +#include #include #include #include @@ -13,6 +13,10 @@ #include "resample_effect.h" #include "util.h" +using namespace std; + +namespace movit { + namespace { float sinc(float x) @@ -155,7 +159,7 @@ void ResampleEffect::update_size() assert(ok); } -bool ResampleEffect::set_float(const std::string &key, float value) { +bool ResampleEffect::set_float(const string &key, float value) { if (key == "width") { output_width = value; update_size(); @@ -193,7 +197,7 @@ SingleResamplePassEffect::~SingleResamplePassEffect() glDeleteTextures(1, &texnum); } -std::string SingleResamplePassEffect::output_fragment_shader() +string SingleResamplePassEffect::output_fragment_shader() { char buf[256]; sprintf(buf, "#define DIRECTION_VERTICAL %d\n", (direction == VERTICAL)); @@ -212,7 +216,7 @@ std::string SingleResamplePassEffect::output_fragment_shader() // // For horizontal scaling, we fill in the exact same texture; // the shader just interprets it differently. -void SingleResamplePassEffect::update_texture(GLuint glsl_program_num, const std::string &prefix, unsigned *sampler_num) +void SingleResamplePassEffect::update_texture(GLuint glsl_program_num, const string &prefix, unsigned *sampler_num) { unsigned src_size, dst_size; if (direction == SingleResamplePassEffect::HORIZONTAL) { @@ -227,7 +231,6 @@ void SingleResamplePassEffect::update_texture(GLuint glsl_program_num, const std assert(false); } - // For many resamplings (e.g. 640 -> 1280), we will end up with the same // set of samples over and over again in a loop. Thus, we can compute only // the first such loop, and then ask the card to repeat the texture for us. @@ -286,7 +289,7 @@ void SingleResamplePassEffect::update_texture(GLuint glsl_program_num, const std // Anyhow, in this case we clearly need to look at more source pixels // to compute the destination pixel, and how many depend on the scaling factor. // Thus, the kernel width will vary with how much we scale. - float radius_scaling_factor = std::min(float(dst_size) / float(src_size), 1.0f); + float radius_scaling_factor = min(float(dst_size) / float(src_size), 1.0f); 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]; @@ -303,6 +306,7 @@ void SingleResamplePassEffect::update_texture(GLuint glsl_program_num, const std 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 @@ -316,7 +320,7 @@ void SingleResamplePassEffect::update_texture(GLuint glsl_program_num, const std src_bilinear_samples = 0; for (unsigned y = 0; y < dst_samples; ++y) { unsigned num_samples_saved = combine_samples(weights + (y * src_samples) * 2, NULL, src_samples, UINT_MAX); - src_bilinear_samples = std::max(src_bilinear_samples, src_samples - num_samples_saved); + src_bilinear_samples = max(src_bilinear_samples, src_samples - num_samples_saved); } // Now that we know the right width, actually combine the samples. @@ -328,6 +332,18 @@ void SingleResamplePassEffect::update_texture(GLuint glsl_program_num, const std src_samples, src_samples - src_bilinear_samples); assert(int(src_samples) - int(num_samples_saved) == src_bilinear_samples); + + // Normalize so that the sum becomes one. Note that we do it twice; + // this sometimes helps a tiny little bit when we have many samples. + for (int normalize_pass = 0; normalize_pass < 2; ++normalize_pass) { + float sum = 0.0; + for (int i = 0; i < src_bilinear_samples; ++i) { + sum += bilinear_weights[(y * src_bilinear_samples + i) * 2 + 0]; + } + for (int i = 0; i < src_bilinear_samples; ++i) { + bilinear_weights[(y * src_bilinear_samples + i) * 2 + 0] /= sum; + } + } } // Encode as a two-component texture. Note the GL_REPEAT. @@ -348,7 +364,7 @@ void SingleResamplePassEffect::update_texture(GLuint glsl_program_num, const std delete[] bilinear_weights; } -void SingleResamplePassEffect::set_gl_state(GLuint glsl_program_num, const std::string &prefix, unsigned *sampler_num) +void SingleResamplePassEffect::set_gl_state(GLuint glsl_program_num, const string &prefix, unsigned *sampler_num) { Effect::set_gl_state(glsl_program_num, prefix, sampler_num); @@ -390,3 +406,5 @@ void SingleResamplePassEffect::set_gl_state(GLuint glsl_program_num, const std:: glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); check_error(); } + +} // namespace movit