work further done on gaussian blur
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@@ -1,7 +1,10 @@
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#include "gaussianblureffect.h"
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#include <QImage>
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GaussianBlurEffect::GaussianBlurEffect(Clip *c) : Effect(c, EFFECT_TYPE_VIDEO, VIDEO_GAUSSIANBLUR_EFFECT), frag(QOpenGLShader::Fragment), vert(QOpenGLShader::Vertex) {
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enable_opengl = true;
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enable_opengl = false;
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enable_image = true;
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vert.compileSourceCode("attribute vec2 position;\nvoid main() { gl_Position = vec4(position, 1, 1); }");
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frag.compileSourceCode("uniform vec3 resolution;\nuniform sampler2D image;\nuniform bool flip;\nuniform vec2 direction;\n\nvoid main() {\n vec2 uv = vec2(gl_FragCoord.xy / resolution.xy);\n if (flip) {\n uv.y = 1.0 - uv.y;\n }\n\n vec4 color = vec4(0.0);\n vec2 off1 = vec2(1.3846153846) * direction;\n vec2 off2 = vec2(3.2307692308) * direction;\n color += texture2D(image, uv) * 0.2270270270;\n color += texture2D(image, uv + (off1 / resolution.xy)) * 0.3162162162;\n color += texture2D(image, uv - (off1 / resolution.xy)) * 0.3162162162;\n color += texture2D(image, uv + (off2 / resolution.xy)) * 0.0702702703;\n color += texture2D(image, uv - (off2 / resolution.xy)) * 0.0702702703;\n gl_FragColor = color;\n}\n");
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@@ -10,6 +13,70 @@ GaussianBlurEffect::GaussianBlurEffect(Clip *c) : Effect(c, EFFECT_TYPE_VIDEO, V
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program.link();
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}
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void GaussianBlurEffect::process_image(double timecode, uint8_t *data, int width, int height) {
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QImage result(data, width, height, QImage::Format_RGBA8888); // create QImage wrapper
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int radius = 5;
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int tab[] = { 14, 10, 8, 6, 5, 5, 4, 3, 3, 3, 3, 2, 2, 2, 2, 2, 2 };
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int alpha = (radius < 1) ? 16 : (radius > 17) ? 1 : tab[radius-1];
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int r1 = result.rect().top();
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int r2 = result.rect().bottom();
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int c1 = result.rect().left();
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int c2 = result.rect().right();
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int bpl = result.bytesPerLine();
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int rgba[4];
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unsigned char* p;
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int i1 = 0;
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int i2 = 3;
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for (int col = c1; col <= c2; col++) {
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p = result.scanLine(r1) + col * 4;
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for (int i = i1; i <= i2; i++)
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rgba[i] = p[i] << 4;
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p += bpl;
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for (int j = r1; j < r2; j++, p += bpl)
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for (int i = i1; i <= i2; i++)
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p[i] = (rgba[i] += ((p[i] << 4) - rgba[i]) * alpha / 16) >> 4;
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}
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for (int row = r1; row <= r2; row++) {
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p = result.scanLine(row) + c1 * 4;
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for (int i = i1; i <= i2; i++)
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rgba[i] = p[i] << 4;
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p += 4;
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for (int j = c1; j < c2; j++, p += 4)
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for (int i = i1; i <= i2; i++)
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p[i] = (rgba[i] += ((p[i] << 4) - rgba[i]) * alpha / 16) >> 4;
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}
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for (int col = c1; col <= c2; col++) {
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p = result.scanLine(r2) + col * 4;
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for (int i = i1; i <= i2; i++)
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rgba[i] = p[i] << 4;
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p -= bpl;
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for (int j = r1; j < r2; j++, p -= bpl)
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for (int i = i1; i <= i2; i++)
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p[i] = (rgba[i] += ((p[i] << 4) - rgba[i]) * alpha / 16) >> 4;
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}
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for (int row = r1; row <= r2; row++) {
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p = result.scanLine(row) + c2 * 4;
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for (int i = i1; i <= i2; i++)
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rgba[i] = p[i] << 4;
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p -= 4;
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for (int j = c1; j < c2; j++, p -= 4)
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for (int i = i1; i <= i2; i++)
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p[i] = (rgba[i] += ((p[i] << 4) - rgba[i]) * alpha / 16) >> 4;
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}
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}
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void GaussianBlurEffect::process_gl(double timecode, GLTextureCoords &coords) {
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program.bind();
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program.setUniformValue("resolution", 1920, 1080, 0);
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@@ -7,6 +7,7 @@ class GaussianBlurEffect : public Effect
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{
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public:
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GaussianBlurEffect(Clip* c);
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void process_image(double timecode, uint8_t *data, int width, int height);
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void process_gl(double timecode, GLTextureCoords &coords);
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void clean_gl();
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private:
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