#include <Eigen/Dense>
#include <Eigen/Cholesky>
-#include <GL/glew.h>
+#include <epoxy/gl.h>
#include <assert.h>
#include <math.h>
#include <stdio.h>
#include "util.h"
using namespace Eigen;
+using namespace std;
+
+namespace movit {
DeconvolutionSharpenEffect::DeconvolutionSharpenEffect()
: R(5),
last_circle_radius(-1.0f),
last_gaussian_radius(-1.0f),
last_correlation(-1.0f),
- last_noise(-1.0f)
+ last_noise(-1.0f),
+ uniform_samples(NULL)
{
register_int("matrix_size", &R);
register_float("circle_radius", &circle_radius);
register_float("noise", &noise);
}
-std::string DeconvolutionSharpenEffect::output_fragment_shader()
+DeconvolutionSharpenEffect::~DeconvolutionSharpenEffect()
+{
+ delete[] uniform_samples;
+}
+
+string DeconvolutionSharpenEffect::output_fragment_shader()
{
char buf[256];
sprintf(buf, "#define R %u\n", R);
assert(R >= 1);
assert(R <= 25); // Same limit as Refocus.
+ uniform_samples = new float[4 * (R + 1) * (R + 1)];
+ register_uniform_vec4_array("samples", uniform_samples, (R + 1) * (R + 1));
+
last_R = R;
return buf + read_file("deconvolution_sharpen_effect.frag");
}
int xa_max = xr;
// Now fit to the first demand.
- ya_min = std::max<int>(ya_min, 0);
- ya_max = std::min<int>(ya_max, a.rows() - 1);
- xa_min = std::max<int>(xa_min, 0);
- xa_max = std::min<int>(xa_max, a.cols() - 1);
+ ya_min = max<int>(ya_min, 0);
+ ya_max = min<int>(ya_max, a.rows() - 1);
+ xa_min = max<int>(xa_min, 0);
+ xa_max = min<int>(xa_max, a.cols() - 1);
assert(ya_max >= ya_min);
assert(xa_max >= xa_min);
int xa_max = xr;
// Now fit to the first demand.
- ya_min = std::max<int>(ya_min, 0);
- ya_max = std::min<int>(ya_max, a.rows() - 1);
- xa_min = std::max<int>(xa_min, 0);
- xa_max = std::min<int>(xa_max, a.cols() - 1);
+ ya_min = max<int>(ya_min, 0);
+ ya_max = min<int>(ya_max, a.rows() - 1);
+ xa_min = max<int>(xa_min, 0);
+ xa_max = min<int>(xa_max, a.cols() - 1);
assert(ya_max >= ya_min);
assert(xa_max >= xa_min);
MatrixXf r_uu(8 * R + 1, 8 * R + 1);
for (int y = -4 * R; y <= 4 * R; ++y) {
for (int x = -4 * R; x <= 4 * R; ++x) {
- r_uu(x + 4 * R, y + 4 * R) = pow(correlation, hypot(x, y));
+ r_uu(x + 4 * R, y + 4 * R) = pow(double(correlation), hypot(x, y));
}
}
last_noise = noise;
}
-void DeconvolutionSharpenEffect::set_gl_state(GLuint glsl_program_num, const std::string &prefix, unsigned *sampler_num)
+void DeconvolutionSharpenEffect::set_gl_state(GLuint glsl_program_num, const string &prefix, unsigned *sampler_num)
{
Effect::set_gl_state(glsl_program_num, prefix, sampler_num);
update_deconvolution_kernel();
}
// Now encode it as uniforms, and pass it on to the shader.
- float samples[4 * (R + 1) * (R + 1)];
for (int y = 0; y <= R; ++y) {
for (int x = 0; x <= R; ++x) {
int i = y * (R + 1) + x;
- samples[i * 4 + 0] = x / float(width);
- samples[i * 4 + 1] = y / float(height);
- samples[i * 4 + 2] = g(y, x);
- samples[i * 4 + 3] = 0.0f;
+ uniform_samples[i * 4 + 0] = x / float(width);
+ uniform_samples[i * 4 + 1] = y / float(height);
+ uniform_samples[i * 4 + 2] = g(y, x);
+ uniform_samples[i * 4 + 3] = 0.0f;
}
}
-
- set_uniform_vec4_array(glsl_program_num, prefix, "samples", samples, (R + 1) * (R + 1));
}
+
+} // namespace movit