last_circle_radius(-1.0f),
last_gaussian_radius(-1.0f),
last_correlation(-1.0f),
- last_noise(-1.0f)
+ last_noise(-1.0f),
+ uniform_samples(nullptr)
{
register_int("matrix_size", &R);
register_float("circle_radius", &circle_radius);
register_float("noise", &noise);
}
+DeconvolutionSharpenEffect::~DeconvolutionSharpenEffect()
+{
+ delete[] uniform_samples;
+}
+
string DeconvolutionSharpenEffect::output_fragment_shader()
{
char buf[256];
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");
}
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