void render_quad(float x, float y, float width, float height) { GLfloat vertices[] = {x + width, y + height, x, y + height, x, y, x + width, y }; GLfloat texCoords[] = {1.0, 1.0, 0.0, 1.0, 0.0, 0.0, 1.0, 0.0 }; GLubyte indices[] = {0, 1, 2, 0, 2, 3}; //Set color variable before rendering quad set_uniform_vec4(colorUni, colorRed, colorGreen, colorBlue, colorAlpha); set_uniform_float(diffuseSamplerUni, 0); if (currentTexture != NULL) bind_texture(currentTexture, 0); else bind_texture(whiteTexture, 0); glEnableVertexAttribArray(vertPosAttrib->handle); glEnableVertexAttribArray(texCoordAttrib->handle); glVertexAttribPointer(vertPosAttrib->handle, 2, GL_FLOAT, GL_FALSE, 0, vertices); glVertexAttribPointer(texCoordAttrib->handle, 2, GL_FLOAT, GL_FALSE, 0, texCoords); glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_BYTE, indices); glDisableVertexAttribArray(vertPosAttrib->handle); glDisableVertexAttribArray(texCoordAttrib->handle); unbind_texture(0); }
void FFTPassEffect::set_gl_state(GLuint glsl_program_num, const string &prefix, unsigned *sampler_num) { Effect::set_gl_state(glsl_program_num, prefix, sampler_num); int input_size = (direction == VERTICAL) ? input_height : input_width; // See the comments on changes_output_size() in the .h file to see // why this is legal. It is _needed_ because it counteracts the // precision issues we get because we sample the input texture with // normalized coordinates (especially when the repeat count along // the axis is not a power of two); we very rapidly end up in narrowly // missing a texel center, which causes precision loss to propagate // throughout the FFT. assert(*sampler_num == 1); glActiveTexture(GL_TEXTURE0); check_error(); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); check_error(); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); check_error(); // The memory layout follows figure 5.2 on page 25 of // http://gpuwave.sesse.net/gpuwave.pdf -- it can be a bit confusing // at first, but is classically explained more or less as follows: // // The classic Cooley-Tukey decimation-in-time FFT algorithm works // by first splitting input data into odd and even elements // (e.g. bit-wise xxxxx0 and xxxxx1 for a size-32 FFT), then FFTing // them separately and combining them using twiddle factors. // So the outer pass (done _last_) looks only at the last bit, // and does one such merge pass of sub-size N/2 (FFT size N). // // FFT of the first part must then necessarily be split into xxxx00 and // xxxx10, and similarly xxxx01 and xxxx11 for the other part. Since // these two FFTs are handled identically, it means we split into xxxx0x // and xxxx1x, so that the second-outer pass (done second-to-last) // looks only at the second last bit, and so on. We do two such merge // passes of sub-size N/4 (sub-FFT size N/2). // // Thus, the inner, Nth pass (done first) splits at the first bit, // so 0 is paired with 16, 1 with 17 and so on, doing N/2 such merge // passes of sub-size 1 (sub-FFT size 2). We say that the stride is 16. // The second-inner, (N-1)th pass (done second) splits at the second // bit, so the stride is 8, and so on. assert((fft_size & (fft_size - 1)) == 0); // Must be power of two. float *tmp = new float[fft_size * 4]; int subfft_size = 1 << pass_number; double mulfac; if (inverse) { mulfac = 2.0 * M_PI; } else { mulfac = -2.0 * M_PI; } assert((fft_size & (fft_size - 1)) == 0); // Must be power of two. assert(fft_size % subfft_size == 0); int stride = fft_size / subfft_size; for (int i = 0; i < fft_size; ++i) { int k = i / stride; // Element number within this sub-FFT. int offset = i % stride; // Sub-FFT number. double twiddle_real, twiddle_imag; if (k < subfft_size / 2) { twiddle_real = cos(mulfac * (k / double(subfft_size))); twiddle_imag = sin(mulfac * (k / double(subfft_size))); } else { // This is mathematically equivalent to the twiddle factor calculations // in the other branch of the if, but not numerically; the range // reductions on x87 are not all that precise, and this keeps us within // [0,pi>. k -= subfft_size / 2; twiddle_real = -cos(mulfac * (k / double(subfft_size))); twiddle_imag = -sin(mulfac * (k / double(subfft_size))); } // The support texture contains everything we need for the FFT: // Obviously, the twiddle factor (in the Z and W components), but also // which two samples to fetch. These are stored as normalized // X coordinate offsets (Y coordinate for a vertical FFT); the reason // for using offsets and not direct coordinates as in GPUwave // is that we can have multiple FFTs along the same line, // and want to reuse the support texture by repeating it. int base = k * stride * 2 + offset; int support_texture_index; if (direction == FFTPassEffect::VERTICAL) { // Compensate for OpenGL's bottom-left convention. support_texture_index = fft_size - i - 1; } else { support_texture_index = i; } tmp[support_texture_index * 4 + 0] = (base - support_texture_index) / double(input_size); tmp[support_texture_index * 4 + 1] = (base + stride - support_texture_index) / double(input_size); tmp[support_texture_index * 4 + 2] = twiddle_real; tmp[support_texture_index * 4 + 3] = twiddle_imag; } glActiveTexture(GL_TEXTURE0 + *sampler_num); check_error(); glBindTexture(GL_TEXTURE_1D, tex); check_error(); glTexParameteri(GL_TEXTURE_1D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); check_error(); glTexParameteri(GL_TEXTURE_1D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); check_error(); glTexParameteri(GL_TEXTURE_1D, GL_TEXTURE_WRAP_S, GL_REPEAT); check_error(); // Supposedly FFTs are very sensitive to inaccuracies in the twiddle factors, // at least according to a paper by Schatzman (see gpuwave.pdf reference [30] // for the full reference), so we keep them at 32-bit. However, for // small sizes, all components are exact anyway, so we can cheat there // (although noting that the source coordinates become somewhat less // accurate then, too). glTexImage1D(GL_TEXTURE_1D, 0, (subfft_size <= 4) ? GL_RGBA16F : GL_RGBA32F, fft_size, 0, GL_RGBA, GL_FLOAT, tmp); check_error(); delete[] tmp; set_uniform_int(glsl_program_num, prefix, "support_tex", *sampler_num); ++*sampler_num; assert(input_size % fft_size == 0); set_uniform_float(glsl_program_num, prefix, "num_repeats", input_size / fft_size); }