X-Git-Url: https://git.sesse.net/?p=movit;a=blobdiff_plain;f=resample_effect.cpp;h=d136e1c477267af95182497c9f0c0d8d8da01b14;hp=2a6aecf87e8e01aebbba501a857ac73e6e61d57e;hb=c783d084e831c1a2112b9c9309407a03b5a4cf20;hpb=d8b01c80815f74603eddd2b8f66249a967fa7bab diff --git a/resample_effect.cpp b/resample_effect.cpp index 2a6aecf..d136e1c 100644 --- a/resample_effect.cpp +++ b/resample_effect.cpp @@ -108,7 +108,10 @@ unsigned combine_samples(float *src, float *dst, unsigned num_src_samples, unsig ResampleEffect::ResampleEffect() : input_width(1280), - input_height(720) + input_height(720), + offset_x(0.0f), offset_y(0.0f), + zoom_x(1.0f), zoom_y(1.0f), + zoom_center_x(0.5f), zoom_center_y(0.5f) { register_int("width", &output_width); register_int("height", &output_height); @@ -158,6 +161,26 @@ void ResampleEffect::update_size() ok |= vpass->set_int("output_height", output_height); assert(ok); + + // The offset added due to zoom may have changed with the size. + update_offset_and_zoom(); +} + +void ResampleEffect::update_offset_and_zoom() +{ + bool ok = true; + + // Zoom from the right origin. (zoom_center is given in normalized coordinates, + // i.e. 0..1.) + float extra_offset_x = zoom_center_x * (1.0f - 1.0f / zoom_x) * input_width; + float extra_offset_y = (1.0f - zoom_center_y) * (1.0f - 1.0f / zoom_y) * input_height; + + ok |= hpass->set_float("offset", extra_offset_x + offset_x); + ok |= vpass->set_float("offset", extra_offset_y - offset_y); // Compensate for the bottom-left origin. + ok |= hpass->set_float("zoom", zoom_x); + ok |= vpass->set_float("zoom", zoom_y); + + assert(ok); } bool ResampleEffect::set_float(const string &key, float value) { @@ -172,11 +195,40 @@ bool ResampleEffect::set_float(const string &key, float value) { return true; } if (key == "top") { - // Compensate for the bottom-left origin. - return vpass->set_float("offset", -value); + offset_y = value; + update_offset_and_zoom(); + return true; } if (key == "left") { - return hpass->set_float("offset", value); + offset_x = value; + update_offset_and_zoom(); + return true; + } + if (key == "zoom_x") { + if (value <= 0.0f) { + return false; + } + zoom_x = value; + update_offset_and_zoom(); + return true; + } + if (key == "zoom_y") { + if (value <= 0.0f) { + return false; + } + zoom_y = value; + update_offset_and_zoom(); + return true; + } + if (key == "zoom_center_x") { + zoom_center_x = value; + update_offset_and_zoom(); + return true; + } + if (key == "zoom_center_y") { + zoom_center_y = value; + update_offset_and_zoom(); + return true; } return false; } @@ -187,11 +239,13 @@ SingleResamplePassEffect::SingleResamplePassEffect(ResampleEffect *parent) input_width(1280), input_height(720), offset(0.0), + zoom(1.0), last_input_width(-1), last_input_height(-1), last_output_width(-1), last_output_height(-1), - last_offset(0.0 / 0.0) // NaN. + last_offset(0.0 / 0.0), // NaN. + last_zoom(0.0 / 0.0) // NaN. { register_int("direction", (int *)&direction); register_int("input_width", &input_width); @@ -199,6 +253,7 @@ SingleResamplePassEffect::SingleResamplePassEffect(ResampleEffect *parent) register_int("output_width", &output_width); register_int("output_height", &output_height); register_float("offset", &offset); + register_float("zoom", &zoom); glGenTextures(1, &texnum); } @@ -247,7 +302,19 @@ void SingleResamplePassEffect::update_texture(GLuint glsl_program_num, const str // the first such loop, and then ask the card to repeat the texture for us. // This is both easier on the texture cache and lowers our CPU cost for // generating the kernel somewhat. - num_loops = gcd(src_size, dst_size); + float scaling_factor; + if (fabs(zoom - 1.0f) < 1e-6) { + num_loops = gcd(src_size, dst_size); + scaling_factor = float(dst_size) / float(src_size); + } else { + // If zooming is enabled (ie., zoom != 1), we turn off the looping. + // We _could_ perhaps do it for rational zoom levels (especially + // things like 2:1), but it doesn't seem to be worth it, given that + // the most common use case would seem to be varying the zoom + // from frame to frame. + num_loops = 1; + scaling_factor = zoom * float(dst_size) / float(src_size); + } slice_height = 1.0f / num_loops; unsigned dst_samples = dst_size / num_loops; @@ -300,7 +367,7 @@ void SingleResamplePassEffect::update_texture(GLuint glsl_program_num, const str // 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 = min(float(dst_size) / float(src_size), 1.0f); + float radius_scaling_factor = min(scaling_factor, 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]; @@ -309,7 +376,7 @@ void SingleResamplePassEffect::update_texture(GLuint glsl_program_num, const str 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 + 0.5f) / scaling_factor - 0.5f; int base_src_y = lrintf(center_src_y); // Now sample pixels on each side around that point. @@ -356,6 +423,7 @@ void SingleResamplePassEffect::update_texture(GLuint glsl_program_num, const str // 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. +#if 0 for (int normalize_pass = 0; normalize_pass < 2; ++normalize_pass) { double sum = 0.0; for (int i = 0; i < src_bilinear_samples; ++i) { @@ -366,6 +434,7 @@ void SingleResamplePassEffect::update_texture(GLuint glsl_program_num, const str fp16_to_fp64(bilinear_weights_fp16_ptr[i * 2 + 0]) / sum); } } +#endif } // Encode as a two-component texture. Note the GL_REPEAT. @@ -400,13 +469,15 @@ void SingleResamplePassEffect::set_gl_state(GLuint glsl_program_num, const strin input_height != last_input_height || output_width != last_output_width || output_height != last_output_height || - offset != last_offset) { + offset != last_offset || + zoom != last_zoom) { 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; + last_zoom = zoom; } glActiveTexture(GL_TEXTURE0 + *sampler_num);