#include "blur_effect.h"
#include "effect_chain.h"
#include "effect_util.h"
+#include "init.h"
#include "util.h"
using namespace std;
num_taps(16),
radius(3.0f),
direction(HORIZONTAL),
- width(1280),
- height(720)
+ width(1280),
+ height(720),
+ uniform_samples(NULL)
{
register_float("radius", &radius);
register_int("direction", (int *)&direction);
register_int("num_taps", &num_taps);
}
+SingleBlurPassEffect::~SingleBlurPassEffect()
+{
+ delete[] uniform_samples;
+}
+
string SingleBlurPassEffect::output_fragment_shader()
{
char buf[256];
sprintf(buf, "#define DIRECTION_VERTICAL %d\n#define NUM_TAPS %d\n",
(direction == VERTICAL), num_taps);
+ uniform_samples = new float[2 * (num_taps / 2 + 1)];
+ register_uniform_vec2_array("samples", uniform_samples, num_taps / 2 + 1);
return buf + read_file("blur_effect.frag");
}
//
// We pack the parameters into a float4: The relative sample coordinates
// in (x,y), and the weight in z. w is unused.
- float* samples = new float[2 * (num_taps / 2 + 1)];
// Center sample.
- samples[2 * 0 + 0] = 0.0f;
- samples[2 * 0 + 1] = weight[0];
+ uniform_samples[2 * 0 + 0] = 0.0f;
+ uniform_samples[2 * 0 + 1] = weight[0];
+
+ int size;
+ if (direction == HORIZONTAL) {
+ size = width;
+ } else if (direction == VERTICAL) {
+ size = height;
+ } else {
+ assert(false);
+ }
+ float num_subtexels = size / movit_texel_subpixel_precision;
+ float inv_num_subtexels = movit_texel_subpixel_precision / size;
// All other samples.
for (int i = 1; i < num_taps / 2 + 1; ++i) {
float w1 = weight[base_pos];
float w2 = weight[base_pos + 1];
- float offset, total_weight;
- combine_two_samples(w1, w2, &offset, &total_weight, NULL);
-
- if (direction == HORIZONTAL) {
- samples[2 * i + 0] = (base_pos + offset) / (float)width;
- } else if (direction == VERTICAL) {
- samples[2 * i + 0] = (base_pos + offset) / (float)height;
- } else {
- assert(false);
- }
+ float pos1 = base_pos / (float)size;
+ float pos, total_weight;
+ combine_two_samples(w1, w2, pos1, 1.0 / (float)size, size, num_subtexels, inv_num_subtexels, &pos, &total_weight, NULL);
- samples[2 * i + 1] = total_weight;
+ uniform_samples[2 * i + 0] = pos;
+ uniform_samples[2 * i + 1] = total_weight;
}
- set_uniform_vec2_array(glsl_program_num, prefix, "samples", samples, num_taps / 2 + 1);
-
delete[] weight;
- delete[] samples;
}
void SingleBlurPassEffect::clear_gl_state()