Files
oak-editor/effects/video/gaussianblureffect.cpp
T

90 lines
3.2 KiB
C++

#include "gaussianblureffect.h"
#include <QImage>
GaussianBlurEffect::GaussianBlurEffect(Clip *c) : Effect(c, EFFECT_TYPE_VIDEO, VIDEO_GAUSSIANBLUR_EFFECT), frag(QOpenGLShader::Fragment), vert(QOpenGLShader::Vertex) {
enable_opengl = false;
enable_image = true;
vert.compileSourceCode("attribute vec2 position;\nvoid main() { gl_Position = vec4(position, 1, 1); }");
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");
program.addShader(&frag);
program.addShader(&vert);
program.link();
}
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) {
program.bind();
program.setUniformValue("resolution", 1920, 1080, 0);
program.setUniformValue("flip", true);
program.setUniformValue("direction", 0, 20);
}
void GaussianBlurEffect::clean_gl() {
program.release();
}