optimized blurs

This commit is contained in:
itsmattkc
2019-01-30 11:19:30 +11:00
parent 00944ba17e
commit 8f9a3f37e3
7 changed files with 69 additions and 47 deletions
+18 -14
View File
@@ -6,24 +6,28 @@ uniform float radius;
uniform vec2 resolution;
uniform bool horiz_blur;
uniform bool vert_blur;
uniform int iteration;
varying vec2 vTexCoord;
void main(void) {
float rad = ceil(radius);
float x_rad = (horiz_blur) ? rad : 0.5;
float y_rad = (vert_blur) ? rad : 0.5;
vec2 texCoord = gl_FragCoord.xy/resolution;
if (radius == 0.0 || (!horiz_blur && !vert_blur)) {
gl_FragColor = texture2D(image, texCoord);
} else {
float divider = 1.0;
if (horiz_blur) divider /= rad;
if (vert_blur) divider /= rad;
vec4 color = vec4(0.0);
for (float x=-x_rad+0.5;x<=x_rad;x+=2.0) {
for (float y=-y_rad+0.5;y<=y_rad;y+=2.0) {
color += texture2D(image, (vec2(gl_FragCoord.x+x, gl_FragCoord.y+y))/resolution)*(divider);
}
float divider = 1.0 / rad;
vec4 color = vec4(0.0);
bool radius_is_zero = (rad == 0.0);
if (iteration == 0 && horiz_blur && !radius_is_zero) {
for (float x=-rad+0.5;x<=rad;x+=2.0) {
color += texture2D(image, (vec2(gl_FragCoord.x+x, gl_FragCoord.y))/resolution)*(divider);
}
gl_FragColor = color;
} else if (iteration == 1 && vert_blur && !radius_is_zero) {
for (float x=-rad+0.5;x<=rad;x+=2.0) {
color += texture2D(image, (vec2(gl_FragCoord.x, gl_FragCoord.y+x))/resolution)*(divider);
}
gl_FragColor = color;
} else {
gl_FragColor = texture2D(image, vTexCoord);
}
}
+1 -1
View File
@@ -9,5 +9,5 @@
<row name="Vertical">
<field type="bool" default="1" id="vert_blur"/>
</row>
<shader vert="common.vert" frag="boxblur.frag"/>
<shader vert="common.vert" frag="boxblur.frag" iterations="2"/>
</effect>
+26 -20
View File
@@ -4,13 +4,14 @@
uniform sampler2D image;
uniform float radius;
// uniform float radius;
uniform float sigma;
uniform vec2 resolution;
uniform bool horiz_blur;
uniform bool vert_blur;
uniform int iteration;
uniform bool opt;
varying vec2 vTexCoord;
float gaussian(float x, float sigma) {
return (1.0/(sigma*sqrt(2.0*M_PI)))*exp(-0.5*pow(x/sigma, 2.0));
@@ -21,28 +22,33 @@ float gaussian2(float x, float y, float sigma) {
}
void main(void) {
if (radius == 0.0 || sigma == 0.0 || (!horiz_blur && !vert_blur)) {
gl_FragColor = texture2D(image, gl_FragCoord.xy/resolution);
} else {
float rad = ceil(radius);
float x_rad = horiz_blur ? rad : 0.5;
float y_rad = vert_blur ? rad : 0.5;
float rad = ceil(sigma);
float sum = 0.0;
float sum = 0.0;
for (float x=-x_rad+0.5;x<=x_rad;x+=2.0) {
for (float y=-y_rad+0.5;y<=y_rad;y+=2.0) {
sum += gaussian2(x, y, sigma);
}
vec4 color = vec4(0.0);
bool radius_is_zero = (rad == 0.0);
if (!radius_is_zero) {
for (float x=-rad+0.5;x<=rad;x+=2.0) {
sum += gaussian2(x, 0.0, sigma);
}
}
vec4 color = vec4(0.0);
for (float x=-x_rad+0.5;x<=x_rad;x+=2.0) {
for (float y=-y_rad+0.5;y<=y_rad;y+=2.0) {
float weight = (gaussian2(x, y, sigma)/sum);
color += texture2D(image, (vec2(gl_FragCoord.x+x, gl_FragCoord.y+y))/resolution)*(weight);
}
if (iteration == 0 && horiz_blur && !radius_is_zero) {
for (float x=-rad+0.5;x<=rad;x+=2.0) {
float weight = (gaussian2(x, 0.0, sigma)/sum);
color += texture2D(image, (vec2(gl_FragCoord.x+x, gl_FragCoord.y))/resolution)*(weight);
}
gl_FragColor = color;
}
} else if (iteration == 1 && vert_blur && !radius_is_zero) {
for (float x=-rad+0.5;x<=rad;x+=2.0) {
float weight = (gaussian2(0.0, x, sigma)/sum);
color += texture2D(image, (vec2(gl_FragCoord.x, gl_FragCoord.y+x))/resolution)*(weight);
}
gl_FragColor = color;
} else {
gl_FragColor = texture2D(image, vTexCoord);
}
}
+3 -6
View File
@@ -1,8 +1,8 @@
<?xml version="1.0" encoding="UTF-8"?>
<effect name="Gaussian Blur" category="Blur">
<row name="Radius">
<!-- <row name="Radius">
<field type="double" min="0" default="10" id="radius"/>
</row>
</row> -->
<row name="Sigma">
<field type="double" min="0" default="5.5" id="sigma"/>
</row>
@@ -12,8 +12,5 @@
<row name="Vertical">
<field type="bool" default="1" id="vert_blur"/>
</row>
<!-- <row name="Opt">
<field type="bool" default="0" id="opt"/>
</row> -->
<shader vert="common.vert" frag="gaussianblur.frag"/>
<shader vert="common.vert" frag="gaussianblur.frag" iterations="2"/>
</effect>
+14 -2
View File
@@ -102,7 +102,8 @@ Effect::Effect(Clip* c, const EffectMeta *em) :
texture(nullptr),
enable_always_update(false),
isOpen(false),
bound(false)
bound(false),
iterations(1)
{
// set up base UI
container = new CollapsibleWidget();
@@ -276,6 +277,8 @@ Effect::Effect(Clip* c, const EffectMeta *em) :
vertPath = attr.value().toString();
} else if (attr.name() == "frag") {
fragPath = attr.value().toString();
} else if (attr.name() == "iterations") {
setIterations(attr.value().toInt());
}
}
}/* else if (reader.name() == "superimpose" && reader.isStartElement()) {
@@ -695,6 +698,14 @@ void Effect::endEffect() {
bound = false;
}
int Effect::getIterations() {
return iterations;
}
void Effect::setIterations(int i) {
iterations = i;
}
void Effect::process_image(double, uint8_t *, uint8_t *, int){}
Effect* Effect::copy(Clip* c) {
@@ -704,9 +715,10 @@ Effect* Effect::copy(Clip* c) {
return copy;
}
void Effect::process_shader(double timecode, GLTextureCoords&) {
void Effect::process_shader(double timecode, GLTextureCoords&, int iteration) {
glslProgram->setUniformValue("resolution", parent_clip->getWidth(), parent_clip->getHeight());
glslProgram->setUniformValue("time", GLfloat(timecode));
glslProgram->setUniformValue("iteration", iteration);
for (int i=0;i<rows.size();i++) {
EffectRow* row = rows.at(i);
+2 -1
View File
@@ -193,7 +193,7 @@ public:
const char* ffmpeg_filter;
virtual void process_image(double timecode, uint8_t* input, uint8_t* output, int size);
virtual void process_shader(double timecode, GLTextureCoords&);
virtual void process_shader(double timecode, GLTextureCoords&, int iteration);
virtual void process_coords(double timecode, GLTextureCoords& coords, int data);
virtual GLuint process_superimpose(double timecode);
virtual void process_audio(double timecode_start, double timecode_end, quint8* samples, int nb_bytes, int channel_count);
@@ -231,6 +231,7 @@ private:
QGridLayout* ui_layout;
QWidget* ui;
bool bound;
int iterations;
// superimpose functions
virtual void redraw(double timecode);
+5 -3
View File
@@ -97,9 +97,11 @@ void process_effect(Clip* c,
if (can_process_shaders || e->enable_superimpose) {
e->startEffect();
if (can_process_shaders && e->is_glsl_linked()) {
e->process_shader(timecode, coords);
composite_texture = draw_clip(c->fbo[fbo_switcher], composite_texture, true);
fbo_switcher = !fbo_switcher;
for (int i=0;i<e->getIterations();i++) {
e->process_shader(timecode, coords, i);
composite_texture = draw_clip(c->fbo[fbo_switcher], composite_texture, true);
fbo_switcher = !fbo_switcher;
}
}
if (e->enable_superimpose) {
GLuint superimpose_texture = e->process_superimpose(timecode);