-#define GL_GLEXT_PROTOTYPES 1
-
#include <math.h>
-#include <GL/gl.h>
-#include <GL/glext.h>
+#include <assert.h>
#include "blur_effect.h"
#include "util.h"
+#include "opengl.h"
+// Must match blur_effect.frag.
+#define NUM_TAPS 16
+
BlurEffect::BlurEffect()
: radius(3.0f)
{
- register_float("radius", (float *)&radius);
-}
+ hpass = new SingleBlurPassEffect();
+ hpass->set_int("direction", SingleBlurPassEffect::HORIZONTAL);
+ vpass = new SingleBlurPassEffect();
+ vpass->set_int("direction", SingleBlurPassEffect::VERTICAL);
-std::string BlurEffect::output_fragment_shader()
-{
- return read_file("blur_effect.frag");
+ update_radius();
}
-void BlurEffect::set_uniforms(GLuint glsl_program_num, const std::string &prefix, unsigned *sampler_num)
+void BlurEffect::add_self_to_effect_chain(EffectChain *chain, const std::vector<Effect *> &inputs)
{
- Effect::set_uniforms(glsl_program_num, prefix, sampler_num);
+ assert(inputs.size() == 1);
+ hpass->add_self_to_effect_chain(chain, inputs);
- // We only have 15 taps to work with, 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.
+ std::vector<Effect *> vpass_inputs;
+ vpass_inputs.push_back(hpass);
+ 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;
- float pixel_size = 1.0f;
- while (adjusted_radius * 2.5f > 7.0f) {
+ while (adjusted_radius * 1.5f > NUM_TAPS / 2) {
++base_mipmap_level;
- adjusted_radius *= 0.5f;
- pixel_size *= 2.0f;
- }
-
- glActiveTexture(GL_TEXTURE0);
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_BASE_LEVEL, base_mipmap_level);
- check_error();
-
- set_uniform_float(glsl_program_num, prefix, "pixel_offset", pixel_size / 1280.0f); // FIXME
-
- // Simple Gaussian weights for now.
- float weight[15], total = 0.0f;
- for (unsigned i = 0; i < 15; ++i) {
- float z = (i - 7.0f) / adjusted_radius;
- weight[i] = exp(-(z*z));
- total += weight[i];
+ adjusted_radius /= 2.0f;
}
- printf("[mip level %d] ", base_mipmap_level);
- for (unsigned i = 0; i < 15; ++i) {
- weight[i] /= total;
- printf("%f ", weight[i]);
+
+ 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 (key == "radius") {
+ radius = value;
+ update_radius();
+ return true;
}
- printf("\n");
- set_uniform_float_array(glsl_program_num, prefix, "weight", weight, 15);
+ return false;
+}
+
+SingleBlurPassEffect::SingleBlurPassEffect()
+ : radius(3.0f),
+ direction(HORIZONTAL),
+ width(1280),
+ height(720)
+{
+ register_float("radius", &radius);
+ register_int("direction", (int *)&direction);
+ register_int("width", &width);
+ register_int("height", &height);
+}
+
+std::string SingleBlurPassEffect::output_fragment_shader()
+{
+ return read_file("blur_effect.frag");
+}
+
+void SingleBlurPassEffect::set_gl_state(GLuint glsl_program_num, const std::string &prefix, unsigned *sampler_num)
+{
+ Effect::set_gl_state(glsl_program_num, prefix, sampler_num);
+
+ // Compute the weights; they will be symmetrical, so we only compute
+ // the right side.
+ float weight[NUM_TAPS + 1];
+ if (radius < 1e-3) {
+ weight[0] = 1.0f;
+ for (unsigned i = 1; i < NUM_TAPS + 1; ++i) {
+ weight[i] = 0.0f;
+ }
+ } else {
+ float sum = 0.0f;
+ for (unsigned i = 0; i < NUM_TAPS + 1; ++i) {
+ 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
+ // long-tail. This is a simple logistic distribution, which has
+ // a narrower peak but longer tails.
+ weight[i] = 1.0f / (cosh(z) * cosh(z));
+
+ if (i == 0) {
+ sum += weight[i];
+ } else {
+ sum += 2.0f * weight[i];
+ }
+ }
+ for (unsigned i = 0; i < NUM_TAPS + 1; ++i) {
+ weight[i] /= sum;
+ }
+ }
+
+ // 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
+ // between the two pixel centers, and we can do with fewer weights.
+ // (This is right even in the vertical pass where we don't actually
+ // sample between the pixels, because we have linear interpolation
+ // there too.)
+ //
+ // We pack the parameters into a float4: The relative sample coordinates
+ // in (x,y), and the weight in z. w is unused.
+ float samples[4 * (NUM_TAPS / 2 + 1)];
+
+ // Center sample.
+ samples[4 * 0 + 0] = 0.0f;
+ samples[4 * 0 + 1] = 0.0f;
+ samples[4 * 0 + 2] = weight[0];
+ samples[4 * 0 + 3] = 0.0f;
+
+ // All other samples.
+ for (unsigned i = 1; i < NUM_TAPS / 2 + 1; ++i) {
+ unsigned base_pos = i * 2 - 1;
+ float w1 = weight[base_pos];
+ 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;
+ }
+ float x = 0.0f, y = 0.0f;
+
+ if (direction == HORIZONTAL) {
+ x = (base_pos + offset) / (float)width;
+ } else if (direction == VERTICAL) {
+ y = (base_pos + offset) / (float)height;
+ } else {
+ assert(false);
+ }
+
+ samples[4 * i + 0] = x;
+ samples[4 * i + 1] = y;
+ samples[4 * i + 2] = total_weight;
+ samples[4 * i + 3] = 0.0f;
+ }
+
+ set_uniform_vec4_array(glsl_program_num, prefix, "samples", samples, NUM_TAPS / 2 + 1);
+}
+
+void SingleBlurPassEffect::clear_gl_state()
+{
}