From: Steinar H. Gunderson Date: Sat, 27 Oct 2012 19:10:52 +0000 (+0200) Subject: Factorize the code to compute sampling points for bilinear sampling into a shared... X-Git-Tag: 1.0~224 X-Git-Url: https://git.sesse.net/?p=movit;a=commitdiff_plain;h=b09a4cb8dec09bcd1e42026d5b229b57e620e47c Factorize the code to compute sampling points for bilinear sampling into a shared function, and support negative weights. --- diff --git a/blur_effect.cpp b/blur_effect.cpp index 579521f..90d1b68 100644 --- a/blur_effect.cpp +++ b/blur_effect.cpp @@ -162,13 +162,8 @@ void SingleBlurPassEffect::set_gl_state(GLuint glsl_program_num, const std::stri float w2 = weight[base_pos + 1]; float offset, total_weight; - if (w1 + w2 < 1e-6) { - offset = 0.5f; - total_weight = 0.0f; - } else { - offset = w2 / (w1 + w2); - total_weight = w1 + w2; - } + combine_two_samples(w1, w2, &offset, &total_weight); + float x = 0.0f, y = 0.0f; if (direction == HORIZONTAL) { diff --git a/util.h b/util.h index b53bac7..432171a 100644 --- a/util.h +++ b/util.h @@ -34,6 +34,22 @@ void print_3x3_matrix(const Eigen::Matrix3d &m); // Output a GLSL 3x3 matrix declaration. std::string output_glsl_mat3(const std::string &name, const Eigen::Matrix3d &m); +// Calculate where to sample, and with what weight, if one wants to use +// the GPU's bilinear hardware to sample w1 * x[0] + w2 * x[1]. +static inline void combine_two_samples(float w1, float w2, float *offset, float *total_weight) +{ + assert(w1 * w2 >= 0.0f); // Should not have differing signs. + if (fabs(w1 + w2) < 1e-6) { + *offset = 0.5f; + *total_weight = 0.0f; + } else { + *offset = w2 / (w1 + w2); + *total_weight = w1 + w2; + } + assert(*offset >= 0.0f); + assert(*offset <= 1.0f); +} + #ifdef NDEBUG #define check_error() #else