Пример #1
0
void App::render_gaussian_blur(clan::Canvas &canvas, float blur_amount, clan::Texture2D &source_texture, clan::ProgramObject &program_object, float dx, float dy)
{
    uniforms.sample[0].weight = compute_gaussian(0, blur_amount);
    uniforms.sample[0].offset_x = 0.0f;
    uniforms.sample[0].offset_y = 0.0f;

    float totalWeights = uniforms.sample[0].weight;

    for (int i = 0; i < sampleCount / 2; i++)
    {
        float weight = compute_gaussian(i + 1.0f, blur_amount);

        uniforms.sample[i * 2 + 1].weight = weight;
        uniforms.sample[i * 2 + 2].weight = weight;

        totalWeights += weight * 2;

        float sampleOffset = i * 2 + 1.5f;

        clan::Vec2f delta(dx * sampleOffset, dy * sampleOffset);

        uniforms.sample[i * 2 + 1].offset_x = delta.x;
        uniforms.sample[i * 2 + 1].offset_y = delta.y;
        uniforms.sample[i * 2 + 2].offset_x = -delta.x;
        uniforms.sample[i * 2 + 2].offset_y = -delta.y;
    }

    for (int i = 0; i < sampleCount; i++)
    {
        uniforms.sample[i].weight /= totalWeights;
    }

    canvas.flush();
    clan::GraphicContext gc = canvas.get_gc();

    gc.set_texture(0, source_texture);
    gc.set_program_object(program_object);

    uniforms.cl_ModelViewProjectionMatrix = canvas.get_projection() * canvas.get_transform();
    gpu_uniforms.upload_data(gc, &uniforms, 1);
    gc.set_uniform_buffer(0, gpu_uniforms);

    draw_texture(gc, clan::Rectf(0,0,canvas.get_width(),canvas.get_height()), clan::Rectf(0.0f, 0.0f, 1.0f, 1.0f));

    gc.reset_program_object();
    gc.reset_texture(0);

}
Пример #2
0
void App::render_gaussian_blur(CL_GraphicContext &gc, float blur_amount, CL_Texture &source_texture, CL_ProgramObject &program_object, float dx, float dy)
{
	int sampleCount = 15;

	float *sampleWeights = new float[sampleCount];
	CL_Vec2f *sampleOffsets = new CL_Vec2f[sampleCount];

	sampleWeights[0] = compute_gaussian(0, blur_amount);
	sampleOffsets[0] = CL_Vec2f(0.0, 0.0);

	float totalWeights = sampleWeights[0];

	for (int i = 0; i < sampleCount / 2; i++)
	{
		float weight = compute_gaussian(i + 1.0f, blur_amount);

		sampleWeights[i * 2 + 1] = weight;
		sampleWeights[i * 2 + 2] = weight;

		totalWeights += weight * 2;

		float sampleOffset = i * 2 + 1.5f;

		CL_Vec2f delta = CL_Vec2f(dx * sampleOffset, dy * sampleOffset);

		sampleOffsets[i * 2 + 1] = delta;
		sampleOffsets[i * 2 + 2] = CL_Vec2f(-delta.x, -delta.y);
	}

	for (int i = 0; i < sampleCount; i++)
	{
		sampleWeights[i] /= totalWeights;
	}

	program_object.set_uniform1i("SourceTexture", 0);
	program_object.set_uniformfv("SampleOffsets", 2, sampleCount, (float *)sampleOffsets);
	program_object.set_uniformfv("SampleWeights", 1, sampleCount, sampleWeights);

	gc.set_texture(0, source_texture);
	gc.set_program_object(program_object, cl_program_matrix_modelview_projection);

	draw_texture(gc, CL_Rectf(0,0,gc.get_width(),gc.get_height()), CL_Colorf::white, CL_Rectf(0.0f, 0.0f, 1.0f, 1.0f));

	gc.reset_program_object();
	gc.reset_texture(0);
}