#include "gaussianblureffect.h" #include "project/clip.h" #include GaussianBlurEffect::GaussianBlurEffect(Clip *c) : Effect(c, EFFECT_TYPE_VIDEO, VIDEO_GAUSSIANBLUR_EFFECT), frag(QOpenGLShader::Fragment), vert(QOpenGLShader::Vertex), bound(false) { enable_opengl = true; enable_image = false; amount_val = add_row("Amount:")->add_field(EFFECT_FIELD_DOUBLE); horiz_val = add_row("Horizontal:")->add_field(EFFECT_FIELD_BOOL); vert_val = add_row("Vertical:")->add_field(EFFECT_FIELD_BOOL); amount_val->set_double_minimum_value(0); amount_val->set_double_default_value(20); horiz_val->set_bool_value(true); vert_val->set_bool_value(true); vert.compileSourceCode("void main() {\ngl_Position = gl_ModelViewProjectionMatrix * gl_Vertex;\n}"); // vert.compileSourceCode("#version 330 core\nin vec2 VertexPosition;\nvoid main(void) {\ngl_Position = vec4(VertexPosition, 0.0, 1.0);\n}"); // 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}"); 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}"); program.addShader(&vert); program.addShader(&frag); program.link(); connect(amount_val, SIGNAL(changed()), this, SLOT(field_changed())); connect(horiz_val, SIGNAL(changed()), this, SLOT(field_changed())); connect(vert_val, SIGNAL(changed()), this, SLOT(field_changed())); refresh(); } void GaussianBlurEffect::process_image(double timecode, uint8_t *data, int width, int height) { QImage result(data, width, height, QImage::Format_RGBA8888); // create QImage wrapper int radius = 5; int tab[] = { 14, 10, 8, 6, 5, 5, 4, 3, 3, 3, 3, 2, 2, 2, 2, 2, 2 }; int alpha = (radius < 1) ? 16 : (radius > 17) ? 1 : tab[radius-1]; int r1 = result.rect().top(); int r2 = result.rect().bottom(); int c1 = result.rect().left(); int c2 = result.rect().right(); int bpl = result.bytesPerLine(); int rgba[4]; unsigned char* p; int i1 = 0; int i2 = 3; for (int col = c1; col <= c2; col++) { p = result.scanLine(r1) + col * 4; for (int i = i1; i <= i2; i++) rgba[i] = p[i] << 4; p += bpl; for (int j = r1; j < r2; j++, p += bpl) for (int i = i1; i <= i2; i++) p[i] = (rgba[i] += ((p[i] << 4) - rgba[i]) * alpha / 16) >> 4; } for (int row = r1; row <= r2; row++) { p = result.scanLine(row) + c1 * 4; for (int i = i1; i <= i2; i++) rgba[i] = p[i] << 4; p += 4; for (int j = c1; j < c2; j++, p += 4) for (int i = i1; i <= i2; i++) p[i] = (rgba[i] += ((p[i] << 4) - rgba[i]) * alpha / 16) >> 4; } for (int col = c1; col <= c2; col++) { p = result.scanLine(r2) + col * 4; for (int i = i1; i <= i2; i++) rgba[i] = p[i] << 4; p -= bpl; for (int j = r1; j < r2; j++, p -= bpl) for (int i = i1; i <= i2; i++) p[i] = (rgba[i] += ((p[i] << 4) - rgba[i]) * alpha / 16) >> 4; } for (int row = r1; row <= r2; row++) { p = result.scanLine(row) + c2 * 4; for (int i = i1; i <= i2; i++) rgba[i] = p[i] << 4; p -= 4; for (int j = c1; j < c2; j++, p -= 4) for (int i = i1; i <= i2; i++) p[i] = (rgba[i] += ((p[i] << 4) - rgba[i]) * alpha / 16) >> 4; } } void GaussianBlurEffect::process_gl(double timecode, GLTextureCoords &coords) { bound = false; bool horiz = horiz_val->get_bool_value(timecode); bool vert = vert_val->get_bool_value(timecode); int iterationCount = amount_val->get_double_value(timecode); if (iterationCount > 0 && (horiz || vert)) { bound = program.bind(); setIterations(iterationCount); program.setUniformValue("resolution", parent_clip->getWidth(), parent_clip->getHeight()); program.setUniformValue("horiz_blur", horiz); program.setUniformValue("vert_blur", vert); } } void GaussianBlurEffect::clean_gl() { if (bound) program.release(); }