-#include <GL/glew.h>
+#include <epoxy/gl.h>
#include <assert.h>
#include "effect_util.h"
output_height(720),
top(0),
left(0),
- pad_from_bottom(0)
+ border_offset_top(0.0f),
+ border_offset_left(0.0f),
+ border_offset_bottom(0.0f),
+ border_offset_right(0.0f)
{
register_vec4("border_color", (float *)&border_color);
register_int("width", &output_width);
register_int("height", &output_height);
register_float("top", &top);
register_float("left", &left);
- register_int("pad_from_bottom", &pad_from_bottom);
+ register_float("border_offset_top", &border_offset_top);
+ register_float("border_offset_left", &border_offset_left);
+ register_float("border_offset_bottom", &border_offset_bottom);
+ register_float("border_offset_right", &border_offset_right);
}
string PaddingEffect::output_fragment_shader()
{
Effect::set_gl_state(glsl_program_num, prefix, sampler_num);
- float offset[2];
- offset[0] = left / output_width;
- if (pad_from_bottom) {
- offset[1] = top / output_height;
- } else {
- offset[1] = (output_height - input_height - top) / output_height;
- }
+ float offset[2] = {
+ left / output_width,
+ (output_height - input_height - top) / output_height
+ };
set_uniform_vec2(glsl_program_num, prefix, "offset", offset);
float scale[2] = {
};
set_uniform_vec2(glsl_program_num, prefix, "scale", scale);
- // Due to roundoff errors, the test against 0.5 is seldom exact,
- // even though we test for less than and not less-than-or-equal.
- // We'd rather keep an extra border pixel in those very rare cases
- // (where the image is shifted pretty much exactly a half-pixel)
- // than losing a pixel in the common cases of integer shift.
- // Thus the 1e-3 fudge factors.
- float texcoord_min[2] = {
- float((0.5f - 1e-3) / input_width),
- float((0.5f - 1e-3) / input_height)
+ float normalized_coords_to_texels[2] = {
+ float(input_width), float(input_height)
+ };
+ set_uniform_vec2(glsl_program_num, prefix, "normalized_coords_to_texels", normalized_coords_to_texels);
+
+ // Texels -0.5..0.5 should map to light level 0..1 (and then we
+ // clamp the rest).
+ float offset_bottomleft[2] = {
+ 0.5f - border_offset_left, 0.5f + border_offset_bottom,
};
- set_uniform_vec2(glsl_program_num, prefix, "texcoord_min", texcoord_min);
- float texcoord_max[2] = {
- float(1.0f - (0.5f - 1e-3) / input_width),
- float(1.0f - (0.5f - 1e-3) / input_height)
+ // Texels size-0.5..size+0.5 should map to light level 1..0 (and then clamp).
+ float offset_topright[2] = {
+ input_width + 0.5f + border_offset_right, input_height + 0.5f - border_offset_top,
};
- set_uniform_vec2(glsl_program_num, prefix, "texcoord_max", texcoord_max);
+
+ set_uniform_vec2(glsl_program_num, prefix, "offset_bottomleft", offset_bottomleft);
+ set_uniform_vec2(glsl_program_num, prefix, "offset_topright", offset_topright);
}
// We don't change the pixels of the image itself, so the only thing that
input_height = height;
}
+IntegralPaddingEffect::IntegralPaddingEffect() {}
+
+bool IntegralPaddingEffect::set_int(const std::string &key, int value)
+{
+ if (key == "top" || key == "left") {
+ return PaddingEffect::set_float(key, value);
+ } else {
+ return PaddingEffect::set_int(key, value);
+ }
+}
+
+bool IntegralPaddingEffect::set_float(const std::string &key, float value)
+{
+ if (key == "top" || key == "left") {
+ // These are removed as float parameters from this version.
+ return false;
+ } else {
+ return PaddingEffect::set_float(key, value);
+ }
+}
+
} // namespace movit