From: Steinar H. Gunderson Date: Sun, 7 Oct 2012 20:26:13 +0000 (+0200) Subject: Make the blur use the resize functionality, which also unbreaks the in-between sampli... X-Git-Tag: 1.0~349 X-Git-Url: https://git.sesse.net/?p=movit;a=commitdiff_plain;h=3d1f6c11c53cd9d3d5c1fb60f4accf050b7f135e Make the blur use the resize functionality, which also unbreaks the in-between sampling. Oh, lovely blur. --- diff --git a/blur_effect.cpp b/blur_effect.cpp index 22e7d0b..c8cf539 100644 --- a/blur_effect.cpp +++ b/blur_effect.cpp @@ -8,35 +8,72 @@ // Must match blur_effect.frag. #define NUM_TAPS 16 -BlurEffect::BlurEffect() { +BlurEffect::BlurEffect() + : radius(3.0f) +{ hpass = new SingleBlurPassEffect(); hpass->set_int("direction", SingleBlurPassEffect::HORIZONTAL); vpass = new SingleBlurPassEffect(); vpass->set_int("direction", SingleBlurPassEffect::VERTICAL); + + update_radius(); } -void BlurEffect::add_self_to_effect_chain(EffectChain *chain, const std::vector &inputs) { +void BlurEffect::add_self_to_effect_chain(EffectChain *chain, const std::vector &inputs) +{ assert(inputs.size() == 1); hpass->add_self_to_effect_chain(chain, inputs); std::vector vpass_inputs; vpass_inputs.push_back(hpass); - vpass->add_self_to_effect_chain(chain, vpass_inputs); + vpass->add_self_to_effect_chain(chain, vpass_inputs); +} + +void BlurEffect::update_radius() +{ + // We only have 16 taps to work with on each side, and we want that to + // reach out to about 2.5*sigma. Bump up the mipmap levels (giving us + // box blurs) until we have what we need. + // + // TODO: Consider the actual width and height (they influence mipmap + // sizes subtly). + unsigned base_mipmap_level = 0; + float adjusted_radius = radius; + while (adjusted_radius * 1.5f > NUM_TAPS / 2) { + ++base_mipmap_level; + adjusted_radius /= 2.0f; + } + + bool ok = hpass->set_float("radius", adjusted_radius); + ok |= hpass->set_int("width", 1280 / (1 << base_mipmap_level)); // FIXME + ok |= hpass->set_int("height", 720 / (1 << base_mipmap_level)); // FIXME + + ok |= vpass->set_float("radius", adjusted_radius); + ok |= vpass->set_int("width", 1280 / (1 << base_mipmap_level)); // FIXME + ok |= vpass->set_int("height", 720 / (1 << base_mipmap_level)); // FIXME + + assert(ok); } bool BlurEffect::set_float(const std::string &key, float value) { - if (!hpass->set_float(key, value)) { - return false; + if (key == "radius") { + radius = value; + update_radius(); + return true; } - return vpass->set_float(key, value); + return false; } SingleBlurPassEffect::SingleBlurPassEffect() : radius(3.0f), - direction(HORIZONTAL) + direction(HORIZONTAL), + width(1280), + height(720) { - register_float("radius", (float *)&radius); + register_float("radius", &radius); register_int("direction", (int *)&direction); + register_int("width", &width); + register_int("height", &height); } std::string SingleBlurPassEffect::output_fragment_shader() @@ -48,45 +85,6 @@ void SingleBlurPassEffect::set_gl_state(GLuint glsl_program_num, const std::stri { Effect::set_gl_state(glsl_program_num, prefix, sampler_num); - int base_texture_size, texture_size; - if (direction == HORIZONTAL) { - base_texture_size = texture_size = 1280; // FIXME - } else if (direction == VERTICAL) { - base_texture_size = texture_size = 720; // FIXME - } else { - assert(false); - } - - // We only have 16 taps to work with on each side, and we want that to - // reach out to about 2.5*sigma. Bump up the mipmap levels (giving us - // box blurs) until we have what we need. - // - // FIXME: we really need to pick the same mipmap level for both horizontal and vertical! - unsigned base_mipmap_level = 0; - float adjusted_radius = radius; - while (texture_size > 1 && adjusted_radius * 2.5f > NUM_TAPS / 2) { - ++base_mipmap_level; - texture_size /= 2; // Rounding down. - adjusted_radius = radius * float(texture_size) / float(base_texture_size); - } - - // In the second pass, we do the same, but don't sample from a mipmap; - // that would re-blur the other direction in an ugly fashion, and we already - // have the vertical box blur we need from that pass. - // - // TODO: We really need to present horizontal+vertical as a unit; - // currently, there's really no guarantee vertical blur is the second pass. - if (direction == VERTICAL) { - base_mipmap_level = 0; - } - - glActiveTexture(GL_TEXTURE0); - check_error(); - glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_BASE_LEVEL, base_mipmap_level); - check_error(); - glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, base_mipmap_level); - check_error(); - // Compute the weights; they will be symmetrical, so we only compute // the right side. float weight[NUM_TAPS + 1]; @@ -98,7 +96,7 @@ void SingleBlurPassEffect::set_gl_state(GLuint glsl_program_num, const std::stri } else { float sum = 0.0f; for (unsigned i = 0; i < NUM_TAPS + 1; ++i) { - float z = i / adjusted_radius; + float z = i / radius; // Gaussian blur is a common, but maybe not the prettiest choice; // it can feel a bit too blurry in the fine detail and too little @@ -117,9 +115,6 @@ void SingleBlurPassEffect::set_gl_state(GLuint glsl_program_num, const std::stri } } -#if 0 - // NOTE: This is currently broken. - // Since the GPU gives us bilinear sampling for free, we can get two // samples for the price of one (for every but the center sample, // in which case this trick doesn't buy us anything). Simply sample @@ -152,17 +147,12 @@ void SingleBlurPassEffect::set_gl_state(GLuint glsl_program_num, const std::stri offset = w2 / (w1 + w2); total_weight = w1 + w2; } -#if 0 - // hack for easier visualization - offset = 0.5f; - total_weight = 8.0f; -#endif float x = 0.0f, y = 0.0f; if (direction == HORIZONTAL) { - x = (base_pos + offset) / (float)texture_size; + x = (base_pos + offset) / (float)width; } else if (direction == VERTICAL) { - y = (base_pos + offset) / (float)texture_size; + y = (base_pos + offset) / (float)height; } else { assert(false); } @@ -174,38 +164,8 @@ void SingleBlurPassEffect::set_gl_state(GLuint glsl_program_num, const std::stri } set_uniform_vec4_array(glsl_program_num, prefix, "samples", samples, NUM_TAPS / 2 + 1); -#else - // Boring, at-whole-pixels sampling. - float samples[4 * NUM_TAPS]; - - // All other samples. - for (unsigned i = 0; i < NUM_TAPS + 1; ++i) { - float x = 0.0f, y = 0.0f; - - if (direction == HORIZONTAL) { - x = i / (float)texture_size; - } else if (direction == VERTICAL) { - y = i / (float)texture_size; - } else { - assert(false); - } - - samples[4 * i + 0] = x; - samples[4 * i + 1] = y; - samples[4 * i + 2] = weight[i]; - samples[4 * i + 3] = 0.0f; - } - - set_uniform_vec4_array(glsl_program_num, prefix, "samples", samples, NUM_TAPS + 1); -#endif } void SingleBlurPassEffect::clear_gl_state() { - glActiveTexture(GL_TEXTURE0); - check_error(); - glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_BASE_LEVEL, 0); - check_error(); - glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, 1000); - check_error(); } diff --git a/blur_effect.h b/blur_effect.h index a440949..9bacd53 100644 --- a/blur_effect.h +++ b/blur_effect.h @@ -17,6 +17,10 @@ class BlurEffect : public Effect { public: BlurEffect(); + // We want this for the same reason as ResizeEffect; we could end up scaling + // down quite a lot. + virtual bool needs_texture_bounce() const { return true; } + virtual bool needs_mipmaps() const { return true; } virtual bool needs_srgb_primaries() const { return false; } virtual std::string output_fragment_shader() { @@ -26,12 +30,13 @@ public: assert(false); } - virtual bool needs_texture_bounce() const { return true; } - virtual bool needs_mipmaps() const { return true; } virtual void add_self_to_effect_chain(EffectChain *chain, const std::vector &input); virtual bool set_float(const std::string &key, float value); private: + void update_radius(); + + float radius; SingleBlurPassEffect *hpass, *vpass; }; @@ -40,9 +45,16 @@ public: SingleBlurPassEffect(); std::string output_fragment_shader(); - virtual bool needs_srgb_primaries() const { return false; } virtual bool needs_texture_bounce() const { return true; } virtual bool needs_mipmaps() const { return true; } + virtual bool needs_srgb_primaries() const { return false; } + + virtual bool changes_output_size() const { return true; } + + virtual void get_output_size(unsigned *width, unsigned *height) const { + *width = this->width; + *height = this->height; + } void set_gl_state(GLuint glsl_program_num, const std::string &prefix, unsigned *sampler_num); void clear_gl_state(); @@ -52,6 +64,7 @@ public: private: float radius; Direction direction; + int width, height; }; #endif // !defined(_BLUR_EFFECT_H)