Project

General

Profile

« Previous | Next » 

Revision d58407a8

Added by Leszek Koltunski over 2 years ago

New postprocess effect 'Border' (not working yet) and adding it to the testing app 'Triblur'.

View differences:

src/main/java/org/distorted/library/effect/PostprocessEffectBlur.java
19 19

  
20 20
package org.distorted.library.effect;
21 21

  
22
import android.opengl.GLES30;
23

  
24
import org.distorted.library.main.DistortedFramebuffer;
25
import org.distorted.library.main.InternalRenderState;
26
import org.distorted.library.program.DistortedProgram;
27 22
import org.distorted.library.type.Data2D;
28 23

  
29 24
///////////////////////////////////////////////////////////////////////////////////////////////////
30 25
/**
31 26
 * Blur the Framebuffer.
32 27
 */
33
public class PostprocessEffectBlur extends PostprocessEffect
28
public class PostprocessEffectBlur extends PostprocessEffectBlurred
34 29
  {
35
  private static final int MAX_RADIUS = 50;
36

  
37
  private final Data2D mBlurHaloAndRadius;
38

  
39
  private static final float[] GAUSSIAN =   // G(0.00), G(0.03), G(0.06), ..., G(3.00), 0
40
    {                                       // where G(x)= (1/(sqrt(2*PI))) * e^(-(x^2)/2). The last 0 terminates.
41
    0.398948f, 0.398769f, 0.398231f, 0.397336f, 0.396086f, 0.394485f, 0.392537f, 0.390247f, 0.387622f, 0.384668f,
42
    0.381393f, 0.377806f, 0.373916f, 0.369733f, 0.365268f, 0.360532f, 0.355538f, 0.350297f, 0.344823f, 0.339129f,
43
    0.333229f, 0.327138f, 0.320868f, 0.314436f, 0.307856f, 0.301142f, 0.294309f, 0.287373f, 0.280348f, 0.273248f,
44
    0.266089f, 0.258884f, 0.251648f, 0.244394f, 0.237135f, 0.229886f, 0.222657f, 0.215461f, 0.208311f, 0.201217f,
45
    0.194189f, 0.187238f, 0.180374f, 0.173605f, 0.166940f, 0.160386f, 0.153951f, 0.147641f, 0.141462f, 0.135420f,
46
    0.129520f, 0.123765f, 0.118159f, 0.112706f, 0.107408f, 0.102266f, 0.097284f, 0.092461f, 0.087797f, 0.083294f,
47
    0.078951f, 0.074767f, 0.070741f, 0.066872f, 0.063158f, 0.059596f, 0.056184f, 0.052920f, 0.049801f, 0.046823f,
48
    0.043984f, 0.041280f, 0.038707f, 0.036262f, 0.033941f, 0.031740f, 0.029655f, 0.027682f, 0.025817f, 0.024056f,
49
    0.022395f, 0.020830f, 0.019357f, 0.017971f, 0.016670f, 0.015450f, 0.014305f, 0.013234f, 0.012232f, 0.011295f,
50
    0.010421f, 0.009606f, 0.008847f, 0.008140f, 0.007483f, 0.006873f, 0.006307f, 0.005782f, 0.005296f, 0.004847f,
51
    0.004432f, 0.000000f
52
    };
53
  private static final int NUM_GAUSSIAN = GAUSSIAN.length-2;
54

  
55
  // The (fixed-function-sampled) Gaussian Blur kernels are of the size k0=1, k1=2, k2=2, k3=3, k4=3, k5=4, k6=4,...
56
  // i.e. k(i)=floor((i+3)/2).  (the 'i' in k(i) means 'blur taking into account the present pixel and 'i' pixels
57
  // in all 4 directions)
58
  // We need room for MAX_BLUR of them, and sum(i=0...N, floor((i+3)/2)) = N + floor(N*N/4)
59
  private static final float[] weightsCache = new float[MAX_RADIUS + MAX_RADIUS*MAX_RADIUS/4];
60
  private static final float[] offsetsCache = new float[MAX_RADIUS + MAX_RADIUS*MAX_RADIUS/4];
61
  private static final float[] mWeights = new float[MAX_RADIUS];
62
  private static final float[] mOffsets = new float[MAX_RADIUS];
63

  
64
  private static DistortedProgram mProgram1, mProgram2;
65
  private static int mIndex1, mIndex2;
66

  
67
///////////////////////////////////////////////////////////////////////////////////////////////////
68
// Clean up of static variables on exit.
69
// called by reflection from super class.
70

  
71
  @SuppressWarnings("unused")
72
  static void destroyStatics()
73
    {
74
    mProgram1 = null;
75
    mProgram2 = null;
76

  
77
    mIndex1 = 0;
78
    mIndex2 = 0;
79
    }
80

  
81
///////////////////////////////////////////////////////////////////////////////////////////////////
82
// This implements the 'Better separable implementation using GPU fixed function sampling' from
83
// https://software.intel.com/en-us/blogs/2014/07/15/an-investigation-of-fast-real-time-gpu-based-image-blur-algorithms
84

  
85
  private void computeGaussianKernel(int radius)
86
    {
87
    int offset = radius + radius*radius/4;
88

  
89
    if( weightsCache[offset]==0.0f )
90
      {
91
      float z, x= 0.0f, P= (float)NUM_GAUSSIAN / (radius>3 ? radius:3);
92
      mWeights[0] = GAUSSIAN[0];
93
      float sum   = GAUSSIAN[0];
94
      int j;
95

  
96
      for(int i=1; i<=radius; i++)
97
        {
98
        x += P;
99
        j = (int)x;
100
        z = x-j;
101

  
102
        mWeights[i] = (1-z)*GAUSSIAN[j] + z*GAUSSIAN[j+1];
103
        sum += 2*mWeights[i];
104
        }
105

  
106
      for(int i=0; i<=radius; i++) mWeights[i] /= sum;
107

  
108
      int numloops = radius/2;
109
      weightsCache[offset] = mWeights[0];
110
      offsetsCache[offset] = 0.0f;
111

  
112
      for(int i=0; i<numloops; i++)
113
        {
114
        offsetsCache[offset+i+1] = mWeights[2*i+1]*(2*i+1) + mWeights[2*i+2]*(2*i+2);
115
        weightsCache[offset+i+1] = mWeights[2*i+1] + mWeights[2*i+2];
116
        offsetsCache[offset+i+1]/= weightsCache[offset+i+1];
117
        }
118

  
119
      if( radius%2 == 1 )
120
        {
121
        int index = offset + radius/2 +1;
122
        offsetsCache[index]=radius;
123
        weightsCache[index]=mWeights[radius];
124
        }
125
      }
126
    }
30
  private final Data2D mHaloAndRadius;
127 31

  
128 32
///////////////////////////////////////////////////////////////////////////////////////////////////
129 33
/**
......
133 37
 */
134 38
  public boolean compute(float[] uniforms, int index, long currentDuration, long step )
135 39
    {
136
    return mBlurHaloAndRadius.get(uniforms,index,currentDuration,step);
40
    return mHaloAndRadius.get(uniforms,index,currentDuration,step);
137 41
    }
138 42

  
139 43
///////////////////////////////////////////////////////////////////////////////////////////////////
......
142 46
 *
143 47
 * @y.exclude
144 48
 */
145
  public boolean getRender()
49
  public boolean getRenderDirectly()
146 50
    {
147 51
    return false;
148 52
    }
149 53

  
150
///////////////////////////////////////////////////////////////////////////////////////////////////
151
/**
152
 * Only for use by the library itself.
153
 *
154
 * @y.exclude
155
 */
156
  public int apply(float[] uniforms, int index, DistortedFramebuffer buffer)
157
    {
158
    if( mProgram1 ==null)
159
      {
160
      try
161
        {
162
        mProgram1 = mPrograms.get(mIndex1);
163
        mProgram2 = mPrograms.get(mIndex2);
164
        }
165
      catch(Exception ex)
166
        {
167
        return 0;
168
        }
169
      }
170

  
171
    InternalRenderState.useStencilMark();
172

  
173
    buffer.setAsOutput();
174

  
175
    float w= buffer.getWidth();
176
    float h= buffer.getHeight();
177
    float n= 1.0f - buffer.getNear();
178

  
179
    float corrW = buffer.getWidthCorrection();
180
    float corrH = buffer.getHeightCorrection();
181
    float offsetCorrW = corrW/w;
182
    float offsetCorrH = corrH/h;
183

  
184
    int radius = (int)(uniforms[index+1]*mQualityScale);
185
    if( radius>=MAX_RADIUS ) radius = MAX_RADIUS-1;
186
    if( radius<=0          ) radius = 1;
187
    computeGaussianKernel(radius);
188

  
189
    int offset = radius + radius*radius/4;
190
    radius = (radius+1)/2;
191
    GLES30.glViewport(0, 0, (int)w, (int)h);
192

  
193
    // horizontal blur
194
    for(int i=0; i<=radius; i++) mOffsets[i] = offsetsCache[offset+i]*offsetCorrW;
195

  
196
    mProgram1.useProgram();
197
    buffer.bindForOutput(1);
198
    buffer.setAsInput(0);
199

  
200
    GLES30.glTexParameteri( GLES30.GL_TEXTURE_2D, GLES30.GL_TEXTURE_WRAP_S, GLES30.GL_CLAMP_TO_EDGE);
201
    GLES30.glTexParameteri( GLES30.GL_TEXTURE_2D, GLES30.GL_TEXTURE_WRAP_T, GLES30.GL_CLAMP_TO_EDGE);
202

  
203
    GLES30.glColorMask(true,true,true,true);
204
    GLES30.glClearColor(1.0f,1.0f,1.0f,0.0f);
205
    GLES30.glClear(GLES30.GL_COLOR_BUFFER_BIT);
206

  
207
    GLES30.glUniform1f ( mProgram1.mUniform[0] , n );
208
    GLES30.glUniform2f ( mProgram1.mUniform[1] , corrW, corrH );
209
    GLES30.glUniform1i ( mProgram1.mUniform[2] , 0 );
210
    GLES30.glUniform1fv( mProgram1.mUniform[3] , radius+1, mOffsets,0);
211
    GLES30.glUniform1fv( mProgram1.mUniform[4] , radius+1, weightsCache,offset);
212
    GLES30.glUniform1i ( mProgram1.mUniform[5] , radius);
213
    GLES30.glVertexAttribPointer(mProgram1.mAttribute[0], POS_DATA_SIZE, GLES30.GL_FLOAT, false, 0, mQuadPositions);
214
    GLES30.glVertexAttribPointer(mProgram1.mAttribute[1], TEX_DATA_SIZE, GLES30.GL_FLOAT, false, 0, mQuadTexture);
215
    GLES30.glDrawArrays(GLES30.GL_TRIANGLE_STRIP, 0, 4);
216

  
217
    // vertical blur
218
    for(int i=0; i<=radius; i++) mOffsets[i] = offsetsCache[offset+i]*offsetCorrH;
219

  
220
    mProgram2.useProgram();
221
    buffer.bindForOutput(0);
222
    buffer.setAsInput(1);
223

  
224
    GLES30.glTexParameteri( GLES30.GL_TEXTURE_2D, GLES30.GL_TEXTURE_WRAP_S, GLES30.GL_CLAMP_TO_EDGE);
225
    GLES30.glTexParameteri( GLES30.GL_TEXTURE_2D, GLES30.GL_TEXTURE_WRAP_T, GLES30.GL_CLAMP_TO_EDGE);
226

  
227
    GLES30.glClear(GLES30.GL_COLOR_BUFFER_BIT);
228

  
229
    GLES30.glUniform1f ( mProgram2.mUniform[0] , n );
230
    GLES30.glUniform2f ( mProgram2.mUniform[1] , corrW, corrH );
231
    GLES30.glUniform1i ( mProgram2.mUniform[2] , 0 );
232
    GLES30.glUniform1fv( mProgram2.mUniform[3] , radius+1, mOffsets,0);
233
    GLES30.glUniform1fv( mProgram2.mUniform[4] , radius+1, weightsCache,offset);
234
    GLES30.glUniform1i ( mProgram2.mUniform[5] , radius);
235
    GLES30.glVertexAttribPointer(mProgram2.mAttribute[0], POS_DATA_SIZE, GLES30.GL_FLOAT, false, 0, mQuadPositions);
236
    GLES30.glVertexAttribPointer(mProgram2.mAttribute[1], TEX_DATA_SIZE, GLES30.GL_FLOAT, false, 0, mQuadTexture);
237
    GLES30.glDrawArrays(GLES30.GL_TRIANGLE_STRIP, 0, 4);
238

  
239
    InternalRenderState.unuseStencilMark();
240

  
241
    return 2;
242
    }
243

  
244 54
///////////////////////////////////////////////////////////////////////////////////////////////////
245 55
// PUBLIC API
246 56
///////////////////////////////////////////////////////////////////////////////////////////////////
......
249 59
 */
250 60
  public static void enable()
251 61
    {
252
    final String blurVertex =
253

  
254
      "precision lowp float;  \n"+
255
      "in vec2 a_Position;    \n"+
256
      "in vec2 a_TexCoord;    \n"+
257
      "out vec2 v_TexCoord;   \n"+
258
      "uniform float u_Depth; \n"+
259
      "uniform vec2 u_TexCorr;\n"+
260

  
261
      "void main()                                      \n"+
262
      "  {                                              \n"+
263
      "  v_TexCoord = a_TexCoord * u_TexCorr;           \n"+
264
      "  gl_Position= vec4(2.0*a_Position,u_Depth,1.0); \n"+
265
      "  }";
266

  
267
    final String blurFragment1 =
268

  
269
      "#define MAX_BLUR "+MAX_RADIUS+    "\n"+
270
      "precision lowp float;              \n"+
271
      "in vec2 v_TexCoord;                \n"+
272
      "out vec4 fragColor;                \n"+
273
      "uniform sampler2D u_ColorTexture;  \n"+
274
      "uniform float u_Offsets[MAX_BLUR]; \n"+
275
      "uniform float u_Weights[MAX_BLUR]; \n"+
276
      "uniform int u_Radius;              \n"+
277

  
278
      "void main()                                                                                           \n"+
279
      "  {                                                                                                   \n"+
280
      "  vec4 pixel= texture(u_ColorTexture,v_TexCoord) * u_Weights[0];                                      \n"+
281
      "  for (int i=1; i<=u_Radius; i+=1)                                                                    \n"+
282
      "    {                                                                                                 \n"+
283
      "    pixel += ( texture(u_ColorTexture,vec2(v_TexCoord.x+u_Offsets[i],v_TexCoord.y)) +                 \n"+
284
      "               texture(u_ColorTexture,vec2(v_TexCoord.x-u_Offsets[i],v_TexCoord.y)) ) * u_Weights[i]; \n"+
285
      "    }                                                                                                 \n"+
286
      "  fragColor = pixel;                                                                                  \n"+
287
      "  }";
288

  
289
    final String blurFragment2 =
290

  
291
      "#define MAX_BLUR "+MAX_RADIUS+    "\n"+
292
      "precision lowp float;              \n"+
293
      "in vec2 v_TexCoord;                \n"+
294
      "out vec4 fragColor;                \n"+
295
      "uniform sampler2D u_ColorTexture;  \n"+
296
      "uniform float u_Offsets[MAX_BLUR]; \n"+
297
      "uniform float u_Weights[MAX_BLUR]; \n"+
298
      "uniform int u_Radius;              \n"+
62
    PostprocessEffectBlurred.enable("BLUR1","BLUR2");
63
    }
299 64

  
300
      "void main()                                                                                           \n"+
301
      "  {                                                                                                   \n"+
302
      "  vec4 pixel= texture(u_ColorTexture,v_TexCoord) * u_Weights[0];                                      \n"+
303
      "  for (int i=1; i<=u_Radius; i+=1)                                                                    \n"+
304
      "    {                                                                                                 \n"+
305
      "    pixel += ( texture(u_ColorTexture,vec2(v_TexCoord.x,v_TexCoord.y+u_Offsets[i])) +                 \n"+
306
      "               texture(u_ColorTexture,vec2(v_TexCoord.x,v_TexCoord.y-u_Offsets[i])) ) * u_Weights[i]; \n"+
307
      "    }                                                                                                 \n"+
308
      "  fragColor = pixel;                                                                                  \n"+
309
      "  }";
65
///////////////////////////////////////////////////////////////////////////////////////////////////
66
// Clean up of static variables on exit. Called by reflection from super class.
310 67

  
311
    mIndex1 = PostprocessEffect.register("BLUR1", blurVertex,blurFragment1);
312
    mIndex2 = PostprocessEffect.register("BLUR2", blurVertex,blurFragment2);
68
  @SuppressWarnings("unused")
69
  static void destroyStatics()
70
    {
71
    PostprocessEffectBlurred.destroyStatics();
313 72
    }
314 73

  
315 74
///////////////////////////////////////////////////////////////////////////////////////////////////
316 75
/**
317 76
 * Blur the Framebuffer.
318 77
 *
319
 * @param blurHaloAndRadius First float: the halo.
320
 *                          How far beyond the object does the effect stretch to? Unit: Percentage
321
 *                          of the size of the original object, i.e. Halo=0 --> no halo around, this
322
 *                          would mean sharp edges around the object; Halo=100 --> halo of the size
323
 *                          of the object itself around (in case of blur, this would be - in vast
324
 *                          majority of cases except an object rendered very closely to the near plane-
325
 *                          an overkill).
326
 *                          Second float: the radius.
327
 *                          The 'strength' if the blur of the edges, in pixels. 0 = no blur, 10 =
328
 *                          blur of roughly 10 pixels around the whole halo.
78
 * @param haloAndRadius First float: the halo.
79
 *                      How far beyond the object does the effect stretch to? Unit: Percentage
80
 *                      of the size of the original object, i.e. Halo=0 --> no halo around, this
81
 *                      would mean sharp edges around the object; Halo=100 --> halo of the size
82
 *                      of the object itself around (in case of blur, this would be - in vast
83
 *                      majority of cases except an object rendered very closely to the near plane-
84
 *                      an overkill).
85
 *                      Second float: the radius.
86
 *                      The 'strength' if the blur of the edges, in pixels. 0 = no blur, 10 =
87
 *                      blur of roughly 10 pixels around the whole halo.
329 88

  
330 89
 */
331
  public PostprocessEffectBlur(Data2D blurHaloAndRadius)
90
  public PostprocessEffectBlur(Data2D haloAndRadius)
332 91
    {
333 92
    super(EffectName.BLUR);
334
    mBlurHaloAndRadius = blurHaloAndRadius;
93
    mHaloAndRadius = haloAndRadius;
335 94
    }
336 95
  }

Also available in: Unified diff