Files
vimix/ImageFilter.cpp
Bruno Herbelin fec2fb7ce6 Original implementation of Resampling Image filters
This involves also resizing the renderbuffer of the clone source. Upsampling is cubic (faster approximation) and Downsampling is bilinear.
2022-06-05 23:43:23 +02:00

773 lines
26 KiB
C++

/*
* This file is part of vimix - video live mixer
*
* **Copyright** (C) 2019-2022 Bruno Herbelin <bruno.herbelin@gmail.com>
*
* This program 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.
*
* This program 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 this program. If not, see <https://www.gnu.org/licenses/>.
**/
#include <ctime>
#include <glib.h>
#include <glm/gtc/matrix_access.hpp>
#include <glm/gtc/matrix_transform.hpp>
#include "defines.h"
#include "Resource.h"
#include "ImageShader.h"
#include "Visitor.h"
#include "FrameBuffer.h"
#include "ImageShader.h"
#include "Primitives.h"
#include "Log.h"
#include "ImageFilter.h"
std::string fragmentHeader = "#version 330 core\n"
"out vec4 FragColor;\n"
"in vec4 vertexColor;\n"
"in vec2 vertexUV;\n"
"vec3 iChannelResolution[2];\n"
"uniform mat4 iTransform;\n"
"uniform vec4 color;\n"
"uniform float stipple;\n"
"uniform vec3 iResolution;\n"
"uniform sampler2D iChannel0;\n"
"uniform sampler2D iChannel1;\n"
"uniform float iTime;\n"
"uniform float iTimeDelta;\n"
"uniform int iFrame;\n"
"uniform vec4 iDate;\n";
// Filter code starts at line 16 :
std::string filterDefault = "void mainImage( out vec4 fragColor, in vec2 fragCoord )\n"
"{\n"
" vec2 uv = fragCoord.xy / iResolution.xy;\n"
" fragColor = texture(iChannel0, uv);\n"
"}\n";
std::string fragmentFooter = "void main() {\n"
" iChannelResolution[0] = vec3(textureSize(iChannel0, 0), 0.f);\n"
" iChannelResolution[1] = vec3(textureSize(iChannel1, 0), 0.f);\n"
" vec4 texcoord = iTransform * vec4(vertexUV.x, vertexUV.y, 0.0, 1.0);\n"
" mainImage( FragColor, texcoord.xy * iResolution.xy );\n"
"}\n";
//std::string fragmentFooter = "void main() {\n"
// " iChannelResolution[0] = vec3(textureSize(iChannel0, 0), 0.f);\n"
// " iChannelResolution[1] = vec3(textureSize(iChannel1, 0), 0.f);\n"
// " vec4 texcoord = iTransform * vec4(vertexUV.x, vertexUV.y, 0.0, 1.0);\n"
// " vec4 filtered;\n"
// " mainImage( filtered, texcoord.xy * iChannelResolution[0].xy );\n"
// " vec3 RGB = filtered.rgb * vertexColor.rgb * color.rgb;\n"
// " float maskIntensity = dot(texture(iChannel1, vertexUV).rgb, vec3(1.0/3.0));\n"
// " float A = clamp(filtered.a * vertexColor.a * color.a * maskIntensity, 0.0, 1.0);\n"
// " FragColor = vec4(RGB * A, A);\n"
// "} \n";
std::list< FilteringProgram > FilteringProgram::presets = {
FilteringProgram(),
FilteringProgram("Unfocus", "shaders/filters/focus.glsl", "", { { "Factor", 0.5} }),
FilteringProgram("Smooth", "shaders/filters/bilinear.glsl", "", { }),
FilteringProgram("Kuwahara", "shaders/filters/kuwahara.glsl", "", { { "Radius", 1.0} }),
FilteringProgram("Denoise", "shaders/filters/denoise.glsl", "", { { "Threshold", 0.5} }),
FilteringProgram("Noise", "shaders/filters/noise.glsl", "", { { "Amount", 0.25} }),
FilteringProgram("Grain", "shaders/filters/grain.glsl", "", { { "Amount", 0.5} }),
FilteringProgram("Pixelate", "shaders/filters/pixelate.glsl", "", { { "Size", 0.5}, { "Sharpen", 0.5} }),
FilteringProgram("Erosion", "shaders/filters/erosion.glsl", "", { { "Radius", 0.5} }),
FilteringProgram("Dilation", "shaders/filters/dilation.glsl", "", { { "Radius", 0.5} }),
FilteringProgram("Openning", "shaders/filters/erosion.glsl", "shaders/filters/dilation.glsl", { { "Radius", 0.5} }),
FilteringProgram("Closing", "shaders/filters/dilation.glsl", "shaders/filters/erosion.glsl", { { "Radius", 0.5} }),
FilteringProgram("Bloom", "shaders/filters/bloom.glsl", "", { { "Intensity", 0.5} }),
FilteringProgram("Bokeh", "shaders/filters/bokeh.glsl", "", { { "Radius", 1.0} }),
FilteringProgram("Chalk", "shaders/filters/talk.glsl", "", { { "Factor", 1.0} }),
FilteringProgram("Stippling","shaders/filters/stippling.glsl", "", { { "Factor", 0.5} }),
FilteringProgram("Dithering","shaders/filters/dithering.glsl", "", { { "Factor", 0.5} }),
FilteringProgram("Chromakey","shaders/filters/chromakey.glsl", "", { { "Red", 0.05}, { "Green", 0.63}, { "Blue", 0.14}, { "Tolerance", 0.54} }),
FilteringProgram("Fisheye", "shaders/filters/fisheye.glsl", "", { { "Factor", 0.35} }),
};
std::string FilteringProgram::getFilterCodeInputs()
{
static std::string filterHeaderHelp = "vec3 iResolution; // viewport resolution (in pixels)\n"
"float iTime; // shader playback time (in seconds)\n"
"float iTimeDelta; // render time (in seconds)\n"
"int iFrame; // shader playback frame\n"
"vec3 iChannelResolution[2]; // input channel resolution (in pixels)\n"
"sampler2D iChannel0; // input channel (texture).\n"
"sampler2D iChannel1; // input channel (mask).\n"
"vec4 iDate; // (year, month, day, time in seconds)";
return filterHeaderHelp;
}
std::string FilteringProgram::getFilterCodeDefault()
{
return filterDefault;
}
////////////////////////////////////////
///// //
//// PROGRAM DEFINING A FILTER ///
/// ////
////////////////////////////////////////
FilteringProgram::FilteringProgram() : name_("None"), code_({"shaders/filters/default.glsl",""}), two_pass_filter_(false)
{
}
FilteringProgram::FilteringProgram(const std::string &name, const std::string &first_pass, const std::string &second_pass,
const std::map<std::string, float> &parameters) :
name_(name), code_({first_pass, second_pass}), parameters_(parameters)
{
two_pass_filter_ = !second_pass.empty();
}
FilteringProgram::FilteringProgram(const FilteringProgram &other) :
name_(other.name_), code_(other.code_), parameters_(other.parameters_), two_pass_filter_(other.two_pass_filter_)
{
}
FilteringProgram& FilteringProgram::operator= (const FilteringProgram& other)
{
if (this != &other) {
this->name_ = other.name_;
this->code_ = other.code_;
this->parameters_.clear();
this->parameters_ = other.parameters_;
this->two_pass_filter_ = other.two_pass_filter_;
}
return *this;
}
std::pair< std::string, std::string > FilteringProgram::code()
{
// code for filter can be provided by the name of a ressource file
if (Resource::hasPath(code_.first))
code_.first = Resource::getText(code_.first);
if (Resource::hasPath(code_.second))
code_.second = Resource::getText(code_.second);
return code_;
}
bool FilteringProgram::operator!= (const FilteringProgram& other) const
{
if (this->code_.first != other.code_.first)
return true;
if (this->code_.second != other.code_.second)
return true;
return false;
}
////////////////////////////////////////
///// //
//// IMAGE SHADER FOR FILTERS ///
/// ////
////////////////////////////////////////
class ImageFilteringShader : public ImageShader
{
// GLSL Program
ShadingProgram custom_shading_;
// fragment shader GLSL code
std::string shader_code_;
std::string code_;
// for iTimedelta
GTimer *timer_;
double iTime_;
uint iFrame_;
public:
// list of uniforms to control shader
std::map< std::string, float > uniforms_;
ImageFilteringShader();
~ImageFilteringShader();
void update(float dt);
void use() override;
void reset() override;
void copy(ImageFilteringShader const& S);
// set the code of the filter
void setCode(const std::string &code, std::promise<std::string> *ret = nullptr);
};
ImageFilteringShader::ImageFilteringShader(): ImageShader()
{
program_ = &custom_shading_;
shader_code_ = fragmentHeader + filterDefault + fragmentFooter;
custom_shading_.setShaders("shaders/image.vs", shader_code_);
timer_ = g_timer_new ();
iTime_ = 0.0;
iFrame_ = 0;
ImageShader::reset();
}
ImageFilteringShader::~ImageFilteringShader()
{
custom_shading_.reset();
g_timer_destroy(timer_);
}
void ImageFilteringShader::update(float dt)
{
iTime_ += 0.001 * dt;
if (iTime_ > FLT_MAX)
iTime_ = 0.0;
iFrame_++;
if (iFrame_ > INT_MAX)
iFrame_ = 0;
}
void ImageFilteringShader::use()
{
ImageShader::use();
//
// Shader input uniforms
//
program_->setUniform("iTime", float(iTime_) );
program_->setUniform("iFrame", int(iFrame_) );
// Calculate iTimeDelta
double elapsed = g_timer_elapsed (timer_, NULL);
g_timer_reset(timer_);
program_->setUniform("iTimeDelta", float(elapsed) );
// calculate iDate
std::time_t now = std::time(0);
std::tm *local = std::localtime(&now);
glm::vec4 iDate(local->tm_year+1900, local->tm_mon, local->tm_mday, local->tm_hour*3600+local->tm_min*60+local->tm_sec);
program_->setUniform("iDate", iDate);
//
// loop over uniforms
//
for (auto u = uniforms_.begin(); u != uniforms_.end(); ++u)
// set uniform to current value
program_->setUniform( u->first, u->second );
}
void ImageFilteringShader::reset()
{
ImageShader::reset();
// reset times
iFrame_ = 0;
iTime_ = 0.0;
}
void ImageFilteringShader::setCode(const std::string &code, std::promise<std::string> *ret)
{
if (code != code_)
{
code_ = code;
if (code_.empty())
code_ = filterDefault;
shader_code_ = fragmentHeader + code_ + fragmentFooter;
custom_shading_.setShaders("shaders/image.vs", shader_code_, ret);
}
else if (ret != nullptr) {
ret->set_value("No change.");
}
}
void ImageFilteringShader::copy(ImageFilteringShader const& S)
{
ImageShader::copy(S);
// change the shading code for fragment
shader_code_ = S.shader_code_;
custom_shading_.setShaders("shaders/image.vs", shader_code_);
}
////////////////////////////////////////
///// //
//// GENERIC IMAGE FILTER ///
/// ////
////////////////////////////////////////
ImageFilter::ImageFilter (): FrameBufferFilter(), buffers_({nullptr, nullptr})
{
// surface and shader for first pass
shaders_.first = new ImageFilteringShader;
surfaces_.first = new Surface(shaders_.first);
// surface and shader for second pass
shaders_.second = new ImageFilteringShader;
surfaces_.second = new Surface(shaders_.second);
}
ImageFilter::~ImageFilter ()
{
if ( buffers_.first!= nullptr )
delete buffers_.first;
if ( buffers_.second!= nullptr )
delete buffers_.second;
delete surfaces_.first;
delete surfaces_.second;
// NB: shaders_ are removed with surface
}
void ImageFilter::update (float dt)
{
shaders_.first->update(dt);
if ( program_.isTwoPass() )
shaders_.second->update(dt);
}
uint ImageFilter::texture () const
{
if (buffers_.first && buffers_.second)
return program_.isTwoPass() ? buffers_.second->texture() : buffers_.first->texture();
if (input_)
return input_->texture();
return Resource::getTextureBlack();
}
glm::vec3 ImageFilter::resolution () const
{
if (buffers_.first && buffers_.second)
return program_.isTwoPass() ? buffers_.second->resolution() : buffers_.first->resolution();
if (input_)
return input_->resolution();
return glm::vec3(1,1,0);
}
void ImageFilter::draw (FrameBuffer *input)
{
// if input changed (typically on first draw)
if (input_ != input) {
// keep reference to input framebuffer
input_ = input;
// create first-pass surface and shader, taking as texture the input framebuffer
surfaces_.first->setTextureIndex( input_->texture() );
shaders_.first->mask_texture = input_->texture();
// (re)create framebuffer for result of first-pass
if (buffers_.first != nullptr)
delete buffers_.first;
// FBO
buffers_.first = new FrameBuffer( input_->resolution(), input_->flags() );
// enforce framebuffer if first-pass is created now, filled with input framebuffer
input_->blit( buffers_.first );
// create second-pass surface and shader, taking as texture the first-pass framebuffer
surfaces_.second->setTextureIndex( buffers_.first->texture() );
shaders_.second->mask_texture = input_->texture();
// (re)create framebuffer for result of second-pass
if (buffers_.second != nullptr)
delete buffers_.second;
buffers_.second = new FrameBuffer( buffers_.first->resolution(), buffers_.first->flags() );
}
if ( enabled() )
{
// FIRST PASS
// render input surface into frame buffer
buffers_.first->begin();
surfaces_.first->draw(glm::identity<glm::mat4>(), buffers_.first->projection());
buffers_.first->end();
// SECOND PASS
if ( program_.isTwoPass() ) {
// render filtered surface from first pass into frame buffer
buffers_.second->begin();
surfaces_.second->draw(glm::identity<glm::mat4>(), buffers_.second->projection());
buffers_.second->end();
}
}
}
void ImageFilter::accept (Visitor& v)
{
FrameBufferFilter::accept(v);
v.visit(*this);
}
FilteringProgram ImageFilter::program () const
{
return program_;
}
void ImageFilter::setProgram(const FilteringProgram &f, std::promise<std::string> *ret)
{
// always keep local copy
program_ = f;
// change code
std::pair<std::string, std::string> codes = program_.code();
// FIRST PASS
// set code to the shader for first-pass
shaders_.first->setCode( codes.first, ret );
// SECOND PASS
if ( program_.isTwoPass() )
// set the code to the shader for second-pass
shaders_.second->setCode( codes.second );
updateParameters();
}
void ImageFilter::updateParameters()
{
// change uniforms
shaders_.first->uniforms_ = program_.parameters();
if ( program_.isTwoPass() )
shaders_.second->uniforms_ = program_.parameters();
}
void ImageFilter::setProgramParameters(const std::map< std::string, float > &parameters)
{
program_.setParameters(parameters);
updateParameters();
}
void ImageFilter::setProgramParameter(const std::string &p, float value)
{
program_.setParameter(p, value);
updateParameters();
}
////////////////////////////////////////
///// //
//// RESAMPLING FILTERS ///
/// ////
////////////////////////////////////////
const char* ResampleFilter::factor_label[ResampleFilter::RESAMPLE_INVALID] = {
"Double x2", "Half 1/2", "Quarter 1/4"
};
std::vector< FilteringProgram > ResampleFilter::programs_ = {
FilteringProgram("Double", "shaders/filters/resample_double.glsl", "", { }),
FilteringProgram("Half", "shaders/filters/resample_half.glsl", "", { }),
FilteringProgram("Quarter", "", "shaders/filters/resample_half.glsl", { })
};
ResampleFilter::ResampleFilter (): ImageFilter(), factor_(RESAMPLE_INVALID)
{
}
void ResampleFilter::setFactor(int factor)
{
factor_ = (ResampleFactor) CLAMP(factor, RESAMPLE_DOUBLE, RESAMPLE_INVALID-1);
setProgram( programs_[ (int) factor_] );
// force re-init
input_ = nullptr;
}
void ResampleFilter::draw (FrameBuffer *input)
{
// Default
if (factor_ == RESAMPLE_INVALID)
setFactor( RESAMPLE_DOUBLE );
// if input changed (typically on first draw)
if (input_ != input) {
// keep reference to input framebuffer
input_ = input;
// create first-pass surface and shader, taking as texture the input framebuffer
surfaces_.first->setTextureIndex( input_->texture() );
shaders_.first->mask_texture = input_->texture();
// (re)create framebuffer for result of first-pass
if (buffers_.first != nullptr)
delete buffers_.first;
// set resolution depending on resample factor
glm::vec3 res = input_->resolution();
switch (factor_) {
case RESAMPLE_DOUBLE:
res *= 2.;
break;
case RESAMPLE_HALF:
case RESAMPLE_QUARTER:
res /= 2.;
break;
default:
case RESAMPLE_INVALID:
break;
}
buffers_.first = new FrameBuffer( res, input_->flags() );
// enforce framebuffer if first-pass is created now, filled with input framebuffer
input_->blit( buffers_.first );
// SECOND PASS for QUARTER resolution (divide by 2 after first pass divide by 2)
// create second-pass surface and shader, taking as texture the first-pass framebuffer
surfaces_.second->setTextureIndex( buffers_.first->texture() );
shaders_.second->mask_texture = input_->texture();
// (re)create framebuffer for result of second-pass
if (buffers_.second != nullptr)
delete buffers_.second;
res /= 2.;
buffers_.second = new FrameBuffer( res, buffers_.first->flags() );
}
if ( enabled() )
{
// FIRST PASS
// render input surface into frame buffer
buffers_.first->begin();
surfaces_.first->draw(glm::identity<glm::mat4>(), buffers_.first->projection());
buffers_.first->end();
// SECOND PASS
if ( program().isTwoPass() ) {
// render filtered surface from first pass into frame buffer
buffers_.second->begin();
surfaces_.second->draw(glm::identity<glm::mat4>(), buffers_.second->projection());
buffers_.second->end();
}
}
}
void ResampleFilter::accept (Visitor& v)
{
FrameBufferFilter::accept(v);
v.visit(*this);
}
////////////////////////////////////////
///// //
//// BLURING FILTERS ///
/// ////
////////////////////////////////////////
const char* BlurFilter::method_label[BlurFilter::BLUR_INVALID] = {
"Gaussian", "Scattered", "Opening", "Closing", "Fast"
};
std::vector< FilteringProgram > BlurFilter::programs_ = {
FilteringProgram("Gaussian", "shaders/filters/blur_1.glsl", "shaders/filters/blur_2.glsl", { { "Radius", 0.5} }),
FilteringProgram("Scattered","shaders/filters/hashedblur.glsl", "", { { "Radius", 0.5}, { "Iterations", 0.25 } }),
FilteringProgram("Opening", "shaders/filters/hashederosion.glsl", "shaders/filters/hasheddilation.glsl", { { "Radius", 0.5} }),
FilteringProgram("Closing", "shaders/filters/hasheddilation.glsl","shaders/filters/hashederosion.glsl", { { "Radius", 0.5} }),
FilteringProgram("Fast", "shaders/filters/blur.glsl", "", { })
};
BlurFilter::BlurFilter (): ImageFilter(), method_(BLUR_INVALID), mipmap_buffer_(nullptr)
{
mipmap_surface_ = new Surface;
}
BlurFilter::~BlurFilter ()
{
delete mipmap_surface_;
if ( mipmap_buffer_!= nullptr )
delete mipmap_buffer_;
}
void BlurFilter::setMethod(int method)
{
method_ = (BlurMethod) CLAMP(method, BLUR_GAUSSIAN, BLUR_INVALID-1);
setProgram( programs_[ (int) method_] );
}
void BlurFilter::draw (FrameBuffer *input)
{
// Default to Gaussian blur
if (method_ == BLUR_INVALID)
setMethod( BLUR_GAUSSIAN );
// if input changed (typically on first draw)
if (input_ != input) {
// keep reference to input framebuffer
input_ = input;
// create zero-pass surface taking as texture the input framebuffer
mipmap_surface_->setTextureIndex( input_->texture() );
// FBO with mipmapping
// (re)create framebuffer for mipmapped input
if ( mipmap_buffer_!= nullptr )
delete mipmap_buffer_;
FrameBuffer::FrameBufferFlags f = input_->flags();
mipmap_buffer_ = new FrameBuffer( input_->resolution(), f | FrameBuffer::FrameBuffer_mipmap );
// enforce framebuffer created now, filled with input framebuffer
input_->blit( mipmap_buffer_ );
// create first-pass surface and shader, taking as texture the input framebuffer
surfaces_.first->setTextureIndex( mipmap_buffer_->texture() );
shaders_.first->mask_texture = input_->texture();
// (re)create framebuffer for result of first-pass
if (buffers_.first != nullptr)
delete buffers_.first;
buffers_.first = new FrameBuffer( input_->resolution(), f | FrameBuffer::FrameBuffer_mipmap );
// enforce framebuffer of first-pass is created now, filled with input framebuffer
mipmap_buffer_->blit( buffers_.first );
// create second-pass surface and shader, taking as texture the first-pass framebuffer
surfaces_.second->setTextureIndex( buffers_.first->texture() );
shaders_.second->mask_texture = input_->texture();
// (re)create framebuffer for result of second-pass
if (buffers_.second != nullptr)
delete buffers_.second;
buffers_.second = new FrameBuffer( input_->resolution(), f );
}
if ( enabled() )
{
// ZERO PASS
// render input surface into frame buffer with Mipmapping (Levels of Details)
mipmap_buffer_->begin();
mipmap_surface_->draw(glm::identity<glm::mat4>(), mipmap_buffer_->projection());
mipmap_buffer_->end();
// FIRST PASS
// render mipmapped texture into frame buffer
buffers_.first->begin();
surfaces_.first->draw(glm::identity<glm::mat4>(), buffers_.first->projection());
buffers_.first->end();
// SECOND PASS
if ( program().isTwoPass() ) {
// render filtered surface from first pass into frame buffer
buffers_.second->begin();
surfaces_.second->draw(glm::identity<glm::mat4>(), buffers_.second->projection());
buffers_.second->end();
}
}
}
void BlurFilter::accept (Visitor& v)
{
FrameBufferFilter::accept(v);
v.visit(*this);
}
////////////////////////////////////////
///// //
//// SHARPENING FILTERS ///
/// ////
////////////////////////////////////////
const char* SharpenFilter::method_label[SharpenFilter::SHARPEN_INVALID] = {
"Unsharp mask", "Convolution", "Edge", "White hat", "Black hat"
};
std::vector< FilteringProgram > SharpenFilter::programs_ = {
FilteringProgram("Unsharp Mask", "shaders/filters/sharpen_1.glsl", "shaders/filters/sharpen_2.glsl", { { "Amount", 0.5} }),
FilteringProgram("Sharpen", "shaders/filters/sharpen.glsl", "", { { "Amount", 0.5} }),
FilteringProgram("Sharp Edge", "shaders/filters/sharpenedge.glsl","", { { "Amount", 0.5} }),
FilteringProgram("TopHat", "shaders/filters/erosion.glsl", "shaders/filters/tophat.glsl", { { "Radius", 0.5} }),
FilteringProgram("BlackHat", "shaders/filters/dilation.glsl", "shaders/filters/blackhat.glsl", { { "Radius", 0.5} }),
};
SharpenFilter::SharpenFilter (): ImageFilter(), method_(SHARPEN_INVALID)
{
}
void SharpenFilter::setMethod(int method)
{
method_ = (SharpenMethod) CLAMP(method, SHARPEN_MASK, SHARPEN_INVALID-1);
setProgram( programs_[ (int) method_] );
}
void SharpenFilter::draw (FrameBuffer *input)
{
// Default
if (method_ == SHARPEN_INVALID)
setMethod( SHARPEN_MASK );
ImageFilter::draw( input );
}
void SharpenFilter::accept (Visitor& v)
{
FrameBufferFilter::accept(v);
v.visit(*this);
}
////////////////////////////////////////
///// //
//// EDGE FILTERS ///
/// ////
////////////////////////////////////////
const char* EdgeFilter::method_label[EdgeFilter::EDGE_INVALID] = {
"Sobel", "Freichen", "Thresholding", "Contour"
};
std::vector< FilteringProgram > EdgeFilter::programs_ = {
FilteringProgram("Sobel", "shaders/filters/sobel.glsl", "", { { "Factor", 0.5} }),
FilteringProgram("Freichen", "shaders/filters/freichen.glsl", "", { { "Factor", 0.5} }),
FilteringProgram("Edge", "shaders/filters/bilinear.glsl", "shaders/filters/edge.glsl", { { "Threshold", 0.5} }),
FilteringProgram("Contour", "shaders/filters/sharpen_1.glsl", "shaders/filters/contour_2.glsl", { { "Amount", 0.5} }),
};
EdgeFilter::EdgeFilter (): ImageFilter(), method_(EDGE_INVALID)
{
}
void EdgeFilter::setMethod(int method)
{
method_ = (EdgeMethod) CLAMP(method, EDGE_SOBEL, EDGE_INVALID-1);
setProgram( programs_[ (int) method_] );
}
void EdgeFilter::draw (FrameBuffer *input)
{
// Default
if (method_ == EDGE_INVALID)
setMethod( EDGE_SOBEL );
ImageFilter::draw( input );
}
void EdgeFilter::accept (Visitor& v)
{
FrameBufferFilter::accept(v);
v.visit(*this);
}