]> git.sesse.net Git - nageru/commitdiff
Make image width/height consistently a vec2.
authorSteinar H. Gunderson <sgunderson@bigfoot.com>
Wed, 4 Jul 2018 07:26:55 +0000 (09:26 +0200)
committerSteinar H. Gunderson <sgunderson@bigfoot.com>
Wed, 4 Jul 2018 07:26:55 +0000 (09:26 +0200)
flow.cpp
motion_search.frag
sobel.frag

index dba6607b0eb3e967fcb2786bd31c5051ad72797a..8e823e71f8dc0575debf134a6bb086c13221af3b 100644 (file)
--- a/flow.cpp
+++ b/flow.cpp
@@ -248,8 +248,8 @@ void Sobel::exec(GLint tex0_view, GLint grad0_tex, int level_width, int level_he
        glBindTextureUnit(0, tex0_view);
        glBindSampler(0, nearest_sampler);
        glProgramUniform1i(sobel_program, glGetUniformLocation(sobel_program, "tex"), 0);
-       glProgramUniform1f(sobel_program, glGetUniformLocation(sobel_program, "inv_width"), 1.0f / level_width);
-       glProgramUniform1f(sobel_program, glGetUniformLocation(sobel_program, "inv_height"), 1.0f / level_height);
+       glProgramUniform2f(sobel_program, glGetUniformLocation(sobel_program, "image_size"), level_width, level_height);
+       glProgramUniform2f(sobel_program, glGetUniformLocation(sobel_program, "inv_image_size"), 1.0f / level_width, 1.0f / level_height);
 
        GLuint grad0_fbo;  // TODO: cleanup
        glCreateFramebuffers(1, &grad0_fbo);
@@ -305,10 +305,8 @@ void MotionSearch::exec(GLuint tex0_view, GLuint tex1_view, GLuint grad0_tex, GL
        bind_sampler(motion_search_program, "grad0_tex", 2, grad0_tex, nearest_sampler);
        bind_sampler(motion_search_program, "flow_tex", 3, flow_tex, linear_sampler);
 
-       glProgramUniform1f(motion_search_program, glGetUniformLocation(motion_search_program, "image_width"), level_width);
-       glProgramUniform1f(motion_search_program, glGetUniformLocation(motion_search_program, "image_height"), level_height);
-       glProgramUniform1f(motion_search_program, glGetUniformLocation(motion_search_program, "inv_image_width"), 1.0f / level_width);
-       glProgramUniform1f(motion_search_program, glGetUniformLocation(motion_search_program, "inv_image_height"), 1.0f / level_height);
+       glProgramUniform2f(motion_search_program, glGetUniformLocation(motion_search_program, "image_size"), level_width, level_height);
+       glProgramUniform2f(motion_search_program, glGetUniformLocation(motion_search_program, "inv_image_size"), 1.0f / level_width, 1.0f / level_height);
 
        GLuint flow_fbo;  // TODO: cleanup
        glCreateFramebuffers(1, &flow_fbo);
index e31a673484be9479f71a7428feec4348604bbf5d..5f2b6f8c2e1c79ffaee0de5b9c04ace4153b0f1d 100644 (file)
@@ -43,14 +43,14 @@ in vec2 patch_bottom_left_texel;  // Center of bottom-left texel of patch.
 out vec2 out_flow;
 
 uniform sampler2D flow_tex, grad0_tex, image0_tex, image1_tex;
-uniform float image_width, image_height, inv_image_width, inv_image_height;
+uniform vec2 image_size, inv_image_size;
 
 void main()
 {
        // Lock patch_bottom_left_texel to an integer, so that we never get
        // any bilinear artifacts for the gradient.
-       vec2 base = round(patch_bottom_left_texel * vec2(image_width, image_height))
-               * vec2(inv_image_width, inv_image_height);
+       vec2 base = round(patch_bottom_left_texel * image_size)
+               * inv_image_size;
 
        // First, precompute the pseudo-Hessian for the template patch.
        // This is the part where we really save by the inverse search
@@ -65,9 +65,7 @@ void main()
        mat2 H = mat2(0.0f);
        for (uint y = 0; y < patch_size; ++y) {
                for (uint x = 0; x < patch_size; ++x) {
-                       vec2 tc;
-                       tc.x = base.x + x * inv_image_width;
-                       tc.y = base.y + y * inv_image_height;
+                       vec2 tc = base + uvec2(x, y) * inv_image_size;
                        vec2 grad = texture(grad0_tex, tc).xy;
                        H[0][0] += grad.x * grad.x;
                        H[1][1] += grad.y * grad.y;
@@ -103,20 +101,18 @@ void main()
                vec2 du = vec2(0.0, 0.0);
                for (uint y = 0; y < patch_size; ++y) {
                        for (uint x = 0; x < patch_size; ++x) {
-                               vec2 tc;
-                               tc.x = base.x + x * inv_image_width;
-                               tc.y = base.y + y * inv_image_height;
+                               vec2 tc = base + uvec2(x, y) * inv_image_size;
                                vec2 grad = texture(grad0_tex, tc).xy;
                                float t = texture(image0_tex, tc).x;
                                float warped = texture(image1_tex, tc + u).x;
                                du += grad * (warped - t);
                        }
                }
-               u += (H_inv * du) * vec2(inv_image_width, inv_image_height);
+               u += (H_inv * du) * inv_image_size;
        }
 
        // Reject if we moved too far.
-       if (length((u - initial_u) * vec2(image_width, image_height)) > patch_size) {
+       if (length((u - initial_u) * image_size) > patch_size) {
                u = initial_u;
        }
 
index e6b377f2a54fab04a99cef15549f2e4cec9cc567..4fd12a37d40025241bd7bf8f5dab80eb63146fa2 100644 (file)
@@ -4,7 +4,7 @@ in vec2 tc;
 out vec2 gradients;
 
 uniform sampler2D tex;
-uniform float inv_width, inv_height;
+uniform vec2 inv_image_size;
 
 void main()
 {
@@ -19,13 +19,13 @@ void main()
        // Computing both at once allows us to get away with eight
        // texture samples instead of twelve.
 
-       float x_left   = tc.x - inv_width;
+       float x_left   = tc.x - inv_image_size.x;
        float x_mid    = tc.x; 
-       float x_right  = tc.x + inv_width;
+       float x_right  = tc.x + inv_image_size.x;
 
-       float y_top    = tc.y + inv_height;  // Note the bottom-left coordinate system.
+       float y_top    = tc.y + inv_image_size.y;  // Note the bottom-left coordinate system.
        float y_mid    = tc.y;
-       float y_bottom = tc.y - inv_height;
+       float y_bottom = tc.y - inv_image_size.y;
  
        float top_left     = texture(tex, vec2(x_left,  y_top)).x;
        float left         = texture(tex, vec2(x_left,  y_mid)).x;