| /* |
| * Copyright © 2012 Linaro Limited |
| * |
| * This file is part of the glmark2 OpenGL (ES) 2.0 benchmark. |
| * |
| * glmark2 is free software: you can redistribute it and/or modify it under the |
| * terms of the GNU General Public License as published by the Free Software |
| * Foundation, either version 3 of the License, or (at your option) any later |
| * version. |
| * |
| * glmark2 is distributed in the hope that it will be useful, but WITHOUT ANY |
| * WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS |
| * FOR A PARTICULAR PURPOSE. See the GNU General Public License for more |
| * details. |
| * |
| * You should have received a copy of the GNU General Public License along with |
| * glmark2. If not, see <http://www.gnu.org/licenses/>. |
| * |
| * Authors: |
| * Alexandros Frantzis |
| */ |
| #include "scene.h" |
| #include "renderer.h" |
| #include "shader-source.h" |
| |
| void |
| create_blur_shaders(ShaderSource& vtx_source, ShaderSource& frg_source, |
| unsigned int radius, float sigma, BlurRenderer::BlurDirection direction, |
| float tilt_shift); |
| |
| BlurRenderer::BlurRenderer(const LibMatrix::vec2 &size, int radius, float sigma, |
| BlurDirection dir, const LibMatrix::vec2 &step, float tilt_shift) : |
| TextureRenderer(size, *blur_program(true, radius, sigma, dir, step, tilt_shift)) |
| { |
| blur_program_ = blur_program(false, radius, sigma, dir, step, tilt_shift); |
| } |
| |
| Program * |
| BlurRenderer::blur_program(bool create_new, int radius, float sigma, |
| BlurDirection dir, const LibMatrix::vec2 &step, |
| float tilt_shift) |
| { |
| static Program *blur_program(0); |
| if (create_new) |
| blur_program = 0; |
| |
| if (!blur_program) { |
| blur_program = new Program(); |
| ShaderSource blur_vtx_shader; |
| ShaderSource blur_frg_shader; |
| create_blur_shaders(blur_vtx_shader, blur_frg_shader, radius, |
| sigma, dir, tilt_shift); |
| |
| if (dir == BlurDirectionHorizontal || dir == BlurDirectionBoth) |
| blur_frg_shader.add_const("TextureStepX", step.x()); |
| if (dir == BlurDirectionVertical || dir == BlurDirectionBoth) |
| blur_frg_shader.add_const("TextureStepY", step.y()); |
| |
| Scene::load_shaders_from_strings(*blur_program, |
| blur_vtx_shader.str(), |
| blur_frg_shader.str()); |
| blur_program->start(); |
| (*blur_program)["Texture0"] = 0; |
| (*blur_program)["uvOffset"] = LibMatrix::vec2(0.0f, 0.0f); |
| (*blur_program)["uvScale"] = LibMatrix::vec2(1.0f, 1.0f); |
| blur_program->stop(); |
| } |
| |
| return blur_program; |
| } |
| |
| void |
| create_blur_shaders(ShaderSource& vtx_source, ShaderSource& frg_source, |
| unsigned int radius, float sigma, BlurRenderer::BlurDirection direction, |
| float tilt_shift) |
| { |
| vtx_source.append_file(GLMARK_DATA_PATH"/shaders/terrain-texture.vert"); |
| frg_source.append_file(GLMARK_DATA_PATH"/shaders/terrain-blur.frag"); |
| |
| /* Don't let the gaussian curve become too narrow */ |
| if (sigma < 1.0) |
| sigma = 1.0; |
| |
| unsigned int side = 2 * radius + 1; |
| float values[radius]; |
| float sum = 0.0; |
| |
| for (unsigned int i = 0; i < radius + 1; i++) { |
| float s2 = 2.0 * sigma * sigma; |
| float k = 1.0 / std::sqrt(M_PI * s2) * std::exp( - (static_cast<float>(i) * i) / s2); |
| values[i] = k; |
| sum += k; |
| } |
| |
| sum += sum - values[0]; |
| |
| for (unsigned int i = 0; i < radius + 1; i++) { |
| std::stringstream ss_tmp; |
| ss_tmp << "Kernel" << i; |
| frg_source.add_const(ss_tmp.str(), values[i] / sum); |
| } |
| |
| frg_source.add_const("TiltShift", tilt_shift); |
| |
| std::stringstream ss; |
| |
| if (direction == BlurRenderer::BlurDirectionHorizontal || |
| direction == BlurRenderer::BlurDirectionBoth) |
| { |
| if (tilt_shift == 1.0) |
| ss << "const float stepX = TextureStepX;" << std::endl; |
| else |
| ss << "float stepX = TextureStepX * abs(TiltShift - TextureCoord.y) / abs(1.0 - TiltShift);" << std::endl; |
| } |
| |
| if (direction == BlurRenderer::BlurDirectionVertical || |
| direction == BlurRenderer::BlurDirectionBoth) |
| { |
| if (tilt_shift == 1.0) |
| ss << "const float stepY = TextureStepY;" << std::endl; |
| else |
| ss << "float stepY = TextureStepY * abs(TiltShift - TextureCoord.y) / abs(1.0 - TiltShift);" << std::endl; |
| } |
| |
| ss << "result = " << std::endl; |
| |
| if (direction == BlurRenderer::BlurDirectionHorizontal) { |
| for (unsigned int i = 0; i < side; i++) { |
| int offset = static_cast<int>(i - radius); |
| ss << "texture2D(Texture0, TextureCoord + vec2(" << |
| offset << ".0 * stepX, 0.0)) * Kernel" << |
| std::abs(offset) << " +" << std::endl; |
| } |
| ss << "0.0 ;" << std::endl; |
| } |
| else if (direction == BlurRenderer::BlurDirectionVertical) { |
| for (unsigned int i = 0; i < side; i++) { |
| int offset = static_cast<int>(i - radius); |
| ss << "texture2D(Texture0, TextureCoord + vec2(0.0, " << |
| offset << ".0 * stepY)) * Kernel" << |
| std::abs(offset) << " +" << std::endl; |
| } |
| ss << "0.0 ;" << std::endl; |
| } |
| else if (direction == BlurRenderer::BlurDirectionBoth) { |
| for (unsigned int i = 0; i < side; i++) { |
| int ioffset = static_cast<int>(i - radius); |
| for (unsigned int j = 0; j < side; j++) { |
| int joffset = static_cast<int>(j - radius); |
| ss << "texture2D(Texture0, TextureCoord + vec2(" << |
| ioffset << ".0 * stepX, " << |
| joffset << ".0 * stepY))" << |
| " * Kernel" << std::abs(ioffset) << |
| " * Kernel" << std::abs(joffset) << " +" << std::endl; |
| } |
| } |
| ss << " 0.0;" << std::endl; |
| } |
| |
| frg_source.replace("$CONVOLUTION$", ss.str()); |
| } |