-#include <GL/glew.h>
+#include <epoxy/gl.h>
#include <assert.h>
+#include <stdio.h>
#include <algorithm>
#include "dither_effect.h"
#include "init.h"
#include "util.h"
+using namespace std;
+
+namespace movit {
+
namespace {
// A simple LCG (linear congruental generator) random generator.
register_int("output_width", &width);
register_int("output_height", &height);
register_int("num_bits", &num_bits);
+ register_uniform_float("round_fac", &uniform_round_fac);
+ register_uniform_float("inv_round_fac", &uniform_inv_round_fac);
+ register_uniform_vec2("tc_scale", uniform_tc_scale);
+ register_uniform_sampler2d("dither_tex", &uniform_dither_tex);
glGenTextures(1, &texnum);
}
glDeleteTextures(1, &texnum);
}
-std::string DitherEffect::output_fragment_shader()
+string DitherEffect::output_fragment_shader()
{
char buf[256];
- sprintf(buf, "#define NEED_EXPLICIT_ROUND %d\n", (movit_num_wrongly_rounded > 0));
+ sprintf(buf, "#define NEED_EXPLICIT_ROUND %d\n", (movit_num_wrongly_rounded > 0 && movit_shader_rounding_supported));
return buf + read_file("dither_effect.frag");
}
-void DitherEffect::update_texture(GLuint glsl_program_num, const std::string &prefix, unsigned *sampler_num)
+void DitherEffect::update_texture(GLuint glsl_program_num, const string &prefix, unsigned *sampler_num)
{
float *dither_noise = new float[width * height];
float dither_double_amplitude = 1.0f / (1 << num_bits);
// We don't need a strictly nonrepeating dither; reducing the resolution
// to max 128x128 saves a lot of texture bandwidth, without causing any
// noticeable harm to the dither's performance.
- texture_width = std::min(width, 128);
- texture_height = std::min(height, 128);
+ texture_width = min(width, 128);
+ texture_height = min(height, 128);
// Using the resolution as a seed gives us a consistent dither from frame to frame.
// It also gives a different dither for e.g. different aspect ratios, which _feels_
check_error();
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
check_error();
- glTexImage2D(GL_TEXTURE_2D, 0, GL_LUMINANCE16F_ARB, texture_width, texture_height, 0, GL_LUMINANCE, GL_FLOAT, dither_noise);
+ glTexImage2D(GL_TEXTURE_2D, 0, GL_R16F, texture_width, texture_height, 0, GL_RED, GL_FLOAT, dither_noise);
check_error();
delete[] dither_noise;
}
-void DitherEffect::set_gl_state(GLuint glsl_program_num, const std::string &prefix, unsigned *sampler_num)
+void DitherEffect::set_gl_state(GLuint glsl_program_num, const string &prefix, unsigned *sampler_num)
{
Effect::set_gl_state(glsl_program_num, prefix, sampler_num);
glBindTexture(GL_TEXTURE_2D, texnum);
check_error();
- set_uniform_int(glsl_program_num, prefix, "dither_tex", *sampler_num);
- ++sampler_num;
+ uniform_dither_tex = *sampler_num;
+ ++*sampler_num;
// In theory, we should adjust for the texel centers that have moved here as well,
// but since we use GL_NEAREST and we don't really care a lot what texel we sample,
// we don't have to worry about it.
- float tc_scale[] = { float(width) / float(texture_width), float(height) / float(texture_height) };
- set_uniform_vec2(glsl_program_num, prefix, "tc_scale", tc_scale);
+ uniform_tc_scale[0] = float(width) / float(texture_width);
+ uniform_tc_scale[1] = float(height) / float(texture_height);
// Used if the shader needs to do explicit rounding.
int round_fac = (1 << num_bits) - 1;
- set_uniform_float(glsl_program_num, prefix, "round_fac", round_fac);
- set_uniform_float(glsl_program_num, prefix, "inv_round_fac", 1.0f / round_fac);
+ uniform_round_fac = round_fac;
+ uniform_inv_round_fac = 1.0f / round_fac;
}
+
+} // namespace movit