made a REAL gaussian blur filter
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@@ -8,108 +8,44 @@ GaussianBlurEffect::GaussianBlurEffect(Clip *c) : Effect(c, EFFECT_TYPE_VIDEO, V
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enable_opengl = true;
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enable_image = false;
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amount_val = add_row("Amount:")->add_field(EFFECT_FIELD_DOUBLE);
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kernelsz_val = add_row("Kernel Size:")->add_field(EFFECT_FIELD_DOUBLE);
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sigma_val = add_row("Sigma:")->add_field(EFFECT_FIELD_DOUBLE);
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horiz_val = add_row("Horizontal:")->add_field(EFFECT_FIELD_BOOL);
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vert_val = add_row("Vertical:")->add_field(EFFECT_FIELD_BOOL);
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amount_val->set_double_minimum_value(0);
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amount_val->set_double_default_value(20);
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kernelsz_val->set_double_minimum_value(0);
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sigma_val->set_double_minimum_value(0);
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kernelsz_val->set_double_default_value(9);
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sigma_val->set_double_default_value(5.5);
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horiz_val->set_bool_value(true);
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vert_val->set_bool_value(true);
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vert.compileSourceCode("void main() {\ngl_Position = gl_ModelViewProjectionMatrix * gl_Vertex;\n}");
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// vert.compileSourceCode("#version 330 core\nin vec2 VertexPosition;\nvoid main(void) {\ngl_Position = vec4(VertexPosition, 0.0, 1.0);\n}");
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// frag.compileSourceCode("#version 330 core\n\nuniform sampler2D image;\n\nout vec4 FragmentColor;\n\nuniform float offset[3] = float[]( 0.0, 1.3846153846, 3.2307692308 );\nuniform float weight[3] = float[]( 0.2270270270, 0.3162162162, 0.0702702703 );\n\nvoid main(void)\n{\n FragmentColor = texture2D( image, vec2(gl_FragCoord)/vec2(640.0, 360.0) ) * weight[0];\n for (int i=1; i<3; i++) {\n FragmentColor += texture2D( image, ( vec2(gl_FragCoord)+vec2(offset[i], 0.0) )/vec2(640.0, 360.0) ) * weight[i];\n FragmentColor += texture2D( image, ( vec2(gl_FragCoord)-vec2(offset[i], 0.0) )/vec2(640.0, 360.0) ) * weight[i];\n }\n}");
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frag.compileSourceCode("#version 330 core\n\nuniform sampler2D image;\n\nout vec4 FragmentColor;\n\nuniform float offset[3] = float[]( 0.0, 1.3846153846, 3.2307692308 );\nuniform float weight[3] = float[]( 0.2270270270, 0.3162162162, 0.0702702703 );\nuniform float halfweight[3] = float[]( 0.1135135135, 0.1581081081, 0.03513513515 );\n\nuniform vec2 resolution;\nuniform bool horiz_blur;\nuniform bool vert_blur;\n\nvoid main(void) {\n FragmentColor = texture2D( image, vec2(gl_FragCoord)/resolution ) * weight[0];\n for (int i=1; i<3; i++) {\n float weight = (horiz_blur && vert_blur) ? halfweight[i] : weight[i];\n\n if (horiz_blur) {\n FragmentColor += texture2D( image, ( vec2(gl_FragCoord)+vec2(offset[i], 0.0) )/resolution ) * weight;\n FragmentColor += texture2D( image, ( vec2(gl_FragCoord)-vec2(offset[i], 0.0) )/resolution ) * weight;\n }\n \n if (vert_blur) {\n FragmentColor += texture2D( image, ( vec2(gl_FragCoord)+vec2(0.0, offset[i]) )/resolution ) * weight;\n FragmentColor += texture2D( image, ( vec2(gl_FragCoord)-vec2(0.0, offset[i]) )/resolution ) * weight;\n } \n }\n}");
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vert.compileSourceFile(":/shaders/common.vert");
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frag.compileSourceFile(":/shaders/gaussianblureffect.frag");
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program.addShader(&vert);
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program.addShader(&frag);
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program.link();
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program.link();
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connect(amount_val, SIGNAL(changed()), this, SLOT(field_changed()));
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connect(kernelsz_val, SIGNAL(changed()), this, SLOT(field_changed()));
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connect(sigma_val, SIGNAL(changed()), this, SLOT(field_changed()));
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connect(horiz_val, SIGNAL(changed()), this, SLOT(field_changed()));
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connect(vert_val, SIGNAL(changed()), this, SLOT(field_changed()));
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refresh();
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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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bound = false;
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bool horiz = horiz_val->get_bool_value(timecode);
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bool vert = vert_val->get_bool_value(timecode);
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int iterationCount = amount_val->get_double_value(timecode);
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if (iterationCount > 0 && (horiz || vert)) {
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bound = program.bind();
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setIterations(iterationCount);
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program.setUniformValue("resolution", parent_clip->getWidth(), parent_clip->getHeight());
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program.setUniformValue("horiz_blur", horiz);
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program.setUniformValue("vert_blur", vert);
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}
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program.bind();
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program.setUniformValue("resolution", parent_clip->getWidth(), parent_clip->getHeight());
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program.setUniformValue("kernel_size", (GLfloat) kernelsz_val->get_double_value(timecode));
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program.setUniformValue("sigma", (GLfloat) sigma_val->get_double_value(timecode));
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program.setUniformValue("horiz_blur", horiz_val->get_bool_value(timecode));
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program.setUniformValue("vert_blur", vert_val->get_bool_value(timecode));
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}
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void GaussianBlurEffect::clean_gl() {
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if (bound) program.release();
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void GaussianBlurEffect::clean_gl() {
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program.release();
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}
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