string SingleBlurPassEffect::output_fragment_shader()
{
- return read_file("blur_effect.frag");
+ char buf[256];
+ sprintf(buf, "#define DIRECTION_VERTICAL %d\n", (direction == VERTICAL));
+ return buf + read_file("blur_effect.frag");
}
void SingleBlurPassEffect::set_gl_state(GLuint glsl_program_num, const string &prefix, unsigned *sampler_num)
//
// 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)];
+ float samples[2 * (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;
+ samples[2 * 0 + 0] = 0.0f;
+ samples[2 * 0 + 1] = weight[0];
// All other samples.
for (unsigned i = 1; i < NUM_TAPS / 2 + 1; ++i) {
float offset, total_weight;
combine_two_samples(w1, w2, &offset, &total_weight, NULL);
- float x = 0.0f, y = 0.0f;
-
if (direction == HORIZONTAL) {
- x = (base_pos + offset) / (float)width;
+ samples[2 * i + 0] = (base_pos + offset) / (float)width;
} else if (direction == VERTICAL) {
- y = (base_pos + offset) / (float)height;
+ samples[2 * i + 0] = (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;
+ samples[2 * i + 1] = total_weight;
}
- set_uniform_vec4_array(glsl_program_num, prefix, "samples", samples, NUM_TAPS / 2 + 1);
+ set_uniform_vec2_array(glsl_program_num, prefix, "samples", samples, NUM_TAPS / 2 + 1);
}
void SingleBlurPassEffect::clear_gl_state()
-// A simple unidirectional blur.
+// A simple un.directional blur.
+// DIRECTION_VERTICAL will be #defined to 1 if we are doing a vertical blur,
+// 0 otherwise.
#define NUM_TAPS 16
-uniform vec4 PREFIX(samples)[NUM_TAPS + 1];
+uniform vec2 PREFIX(samples)[NUM_TAPS + 1];
vec4 FUNCNAME(vec2 tc) {
- vec4 sum = vec4(PREFIX(samples)[0].z) * INPUT(tc);
+ vec4 sum = vec4(PREFIX(samples)[0].y) * INPUT(tc);
for (int i = 1; i < NUM_TAPS + 1; ++i) {
- vec4 sample = PREFIX(samples)[i];
- sum += vec4(sample.z) * (INPUT(tc - sample.xy) + INPUT(tc + sample.xy));
+ vec2 sample = PREFIX(samples)[i];
+ vec2 sample1_tc = tc, sample2_tc = tc;
+#if DIRECTION_VERTICAL
+ sample1_tc.y -= sample.x;
+ sample2_tc.y += sample.x;
+#else
+ sample1_tc.x -= sample.x;
+ sample2_tc.x += sample.x;
+#endif
+ sum += vec4(sample.y) * (INPUT(sample1_tc) + INPUT(sample2_tc));
}
return sum;
}
check_error();
}
+void set_uniform_vec2_array(GLuint glsl_program_num, const string &prefix, const string &key, const float *values, size_t num_values)
+{
+ GLint location = get_uniform_location(glsl_program_num, prefix, key);
+ if (location == -1) {
+ return;
+ }
+ check_error();
+ glUniform2fv(location, num_values, values);
+ check_error();
+}
+
void set_uniform_vec4_array(GLuint glsl_program_num, const string &prefix, const string &key, const float *values, size_t num_values)
{
GLint location = get_uniform_location(glsl_program_num, prefix, key);
void set_uniform_vec2(GLuint glsl_program_num, const std::string &prefix, const std::string &key, const float *values);
void set_uniform_vec3(GLuint glsl_program_num, const std::string &prefix, const std::string &key, const float *values);
void set_uniform_vec4(GLuint glsl_program_num, const std::string &prefix, const std::string &key, const float *values);
+void set_uniform_vec2_array(GLuint glsl_program_num, const std::string &prefix, const std::string &key, const float *values, size_t num_values);
void set_uniform_vec4_array(GLuint glsl_program_num, const std::string &prefix, const std::string &key, const float *values, size_t num_values);
void set_uniform_mat3(GLuint glsl_program_num, const std::string &prefix, const std::string &key, const Eigen::Matrix3d &matrix);