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Copy pathGPUImageTwoPassTextureSamplingFilter.cpp
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86 lines (71 loc) · 3.76 KB
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/**
* Author: Alessio Placitelli
* Contact: a.placitelli _@_ a2p.it
*
*/
#include "GPUImageTwoPassTextureSamplingFilter.h"
#include "GLProgram.h"
GPUImageTwoPassTextureSamplingFilter::GPUImageTwoPassTextureSamplingFilter() :
GPUImageTwoPassFilter(),
verticalPassTexelWidthOffsetUniform_(0),
verticalPassTexelHeightOffsetUniform_(0),
horizontalPassTexelWidthOffsetUniform_(0),
horizontalPassTexelHeightOffsetUniform_(0),
verticalPassTexelWidthOffset_(0.0f),
verticalPassTexelHeightOffset_(0.0f),
horizontalPassTexelWidthOffset_(0.0f),
horizontalPassTexelHeightOffset_(0.0f) {
}
GPUImageTwoPassTextureSamplingFilter::~GPUImageTwoPassTextureSamplingFilter() {
}
void GPUImageTwoPassTextureSamplingFilter::initWithFirstStageVertexShaderFromString(const std::string& firstStageVertexShaderString, const std::string& firstStageFragmentShaderString,
const std::string& secondStageVertexShaderString, const std::string& secondStageFragmentShaderString) {
GPUImageTwoPassFilter::initWithFirstStageVertexShaderFromString(firstStageVertexShaderString, firstStageFragmentShaderString, secondStageVertexShaderString, secondStageFragmentShaderString);
verticalPassTexelWidthOffsetUniform_ = filterProgram_->getUniformIndex("texelWidthOffset");
verticalPassTexelHeightOffsetUniform_ = filterProgram_->getUniformIndex("texelHeightOffset");
horizontalPassTexelWidthOffsetUniform_ = secondFilterProgram_->getUniformIndex("texelWidthOffset");
horizontalPassTexelHeightOffsetUniform_ = secondFilterProgram_->getUniformIndex("texelHeightOffset");
}
void GPUImageTwoPassTextureSamplingFilter::setUniformsForProgramAtIndex(gpu_uint programIndex) {
if (programIndex == 0) {
glUniform1f(verticalPassTexelWidthOffsetUniform_, verticalPassTexelWidthOffset_);
glUniform1f(verticalPassTexelHeightOffsetUniform_, verticalPassTexelHeightOffset_);
}
else
{
glUniform1f(horizontalPassTexelWidthOffsetUniform_, horizontalPassTexelWidthOffset_);
glUniform1f(horizontalPassTexelHeightOffsetUniform_, horizontalPassTexelHeightOffset_);
}
}
void GPUImageTwoPassTextureSamplingFilter::setupFilterForSize(gpu_float_size filterFrameSize) {
// TODO: schedules that block job in the thread which owns the gles context and waits for its completition
// TODO: Was run in a runSynchronouslyOnVideoProcessingQueue block
/*runSynchronouslyOnVideoProcessingQueue(^{
// The first pass through the framebuffer may rotate the inbound image, so need to account for that by changing up the kernel ordering for that pass
if (GPUImageRotationSwapsWidthAndHeight(inputRotation))
{
verticalPassTexelWidthOffset = 1.0 / filterFrameSize.height;
verticalPassTexelHeightOffset = 0.0;
}
else
{
verticalPassTexelWidthOffset = 0.0;
verticalPassTexelHeightOffset = 1.0 / filterFrameSize.height;
}
horizontalPassTexelWidthOffset = 1.0 / filterFrameSize.width;
horizontalPassTexelHeightOffset = 0.0;
});*/
// The first pass through the framebuffer may rotate the inbound image, so need to account for that by changing up the kernel ordering for that pass
if (GPUImageRotationSwapsWidthAndHeight(inputRotation_)) {
verticalPassTexelWidthOffset_ = 1.0f / filterFrameSize.height;
verticalPassTexelHeightOffset_ = 0.0f;
}
else
{
verticalPassTexelWidthOffset_ = 0.0f;
verticalPassTexelHeightOffset_ = 1.0f / filterFrameSize.height;
}
horizontalPassTexelWidthOffset_ = 1.0f / filterFrameSize.width;
horizontalPassTexelHeightOffset_ = 0.0f;
// End runSynchronouslyOnVideoProcessingQueue block
}