Add blur / sharpen filter

This commit is contained in:
rdb 2009-05-03 10:12:09 +00:00
parent bbf0f2f0ee
commit e70d17c035
3 changed files with 107 additions and 1 deletions

View File

@ -64,6 +64,7 @@ class CommonFilters:
self.textures = {}
self.finalQuad = None
self.bloom = []
self.blur = []
def reconfigure(self, fullrebuild, changed):
@ -84,6 +85,9 @@ class CommonFilters:
if (configuration.has_key("CartoonInk")):
needtex["aux"] = True
auxbits |= AuxBitplaneAttrib.ABOAuxNormal
if (configuration.has_key("BlurSharpen")):
needtex["blur0"] = True
needtex["blur1"] = True
if (configuration.has_key("Bloom")):
needtex["bloom0"] = True
needtex["bloom1"] = True
@ -103,6 +107,16 @@ class CommonFilters:
self.cleanup()
return False
if (configuration.has_key("BlurSharpen")):
blur0=self.textures["blur0"]
blur1=self.textures["blur1"]
self.blur.append(self.manager.renderQuadInto(colortex=blur0,div=2))
self.blur.append(self.manager.renderQuadInto(colortex=blur1))
self.blur[0].setShaderInput("src", self.textures["color"])
self.blur[0].setShader(self.loadShader("filter-blurx.sha"))
self.blur[1].setShaderInput("src", blur0)
self.blur[1].setShader(self.loadShader("filter-blury.sha"))
if (configuration.has_key("Bloom")):
bloomconf = configuration["Bloom"]
bloom0=self.textures["bloom0"]
@ -144,6 +158,9 @@ class CommonFilters:
if (configuration.has_key("Bloom")):
text += " uniform float4 texpad_txbloom3,\n"
text += " out float4 l_texcoordB : TEXCOORD2,\n"
if (configuration.has_key("BlurSharpen")):
text += " uniform float4 texpad_txblur1,\n"
text += " out float4 l_texcoordBS : TEXCOORD3,\n"
text += " uniform float4x4 mat_modelproj)\n"
text += "{\n"
text += " l_position=mul(mat_modelproj, vtx_position);\n"
@ -152,6 +169,8 @@ class CommonFilters:
text += " l_texcoordN=(vtx_position.xzxz * texpad_txaux) + texpad_txaux;\n"
if (configuration.has_key("Bloom")):
text += " l_texcoordB=(vtx_position.xzxz * texpad_txbloom3) + texpad_txbloom3;\n"
if (configuration.has_key("BlurSharpen")):
text += " l_texcoordBS=(vtx_position.xzxz * texpad_txblur1) + texpad_txblur1;\n"
if (configuration.has_key("HalfPixelShift")):
text += " l_texcoordC+=texpix_txcolor*0.5;\n"
if (configuration.has_key("CartoonInk")):
@ -166,6 +185,9 @@ class CommonFilters:
text += "uniform float4 texpix_txaux,\n"
if (configuration.has_key("Bloom")):
text += "float4 l_texcoordB : TEXCOORD2,\n"
if (configuration.has_key("BlurSharpen")):
text += "float4 l_texcoordBS : TEXCOORD3,\n"
text += "uniform float4 k_blurval,\n"
for key in self.textures:
text += "uniform sampler2D k_tx" + key + ",\n"
if (configuration.has_key("CartoonInk")):
@ -178,6 +200,8 @@ class CommonFilters:
text += " o_color = tex2D(k_txcolor, l_texcoordC.xy);\n"
if (configuration.has_key("CartoonInk")):
text += CARTOON_BODY
if (configuration.has_key("BlurSharpen")):
text += " o_color = lerp(tex2D(k_txblur1, l_texcoordBS.xy), o_color, k_blurval.x);\n"
if (configuration.has_key("Bloom")):
text += "o_color = saturate(o_color);\n";
text += "float4 bloom = 0.5*tex2D(k_txbloom3, l_texcoordB.xy);\n"
@ -211,7 +235,12 @@ class CommonFilters:
if (configuration.has_key("CartoonInk")):
separation = configuration["CartoonInk"]
self.finalQuad.setShaderInput("cartoonseparation", Vec4(separation,0,separation,0))
if (changed == "BlurSharpen") or fullrebuild:
if (configuration.has_key("BlurSharpen")):
blurval = configuration["BlurSharpen"]
self.finalQuad.setShaderInput("blurval", Vec4(blurval, blurval, blurval, blurval))
if (changed == "Bloom") or fullrebuild:
if (configuration.has_key("Bloom")):
bloomconf = configuration["Bloom"]
@ -331,3 +360,16 @@ class CommonFilters:
return self.reconfigure(True, "VolumetricLighting")
return True
def setBlurSharpen(self, amount=0.0):
"""Enables the blur/sharpen filter. If the 'amount' parameter is 1.0, it will not have effect.
A value of 0.0 means fully blurred, and a value higher than 1.0 sharpens the image."""
fullrebuild = (self.configuration.has_key("BlurSharpen") == False)
self.configuration["BlurSharpen"] = amount
return self.reconfigure(fullrebuild, "BlurSharpen")
def delBlurSharpen(self):
if (self.configuration.has_key("BlurSharpen")):
del self.configuration["BlurSharpen"]
return self.reconfigure(True, "BlurSharpen")
return True

View File

@ -0,0 +1,32 @@
//Cg
//
//Cg profile arbvp1 arbfp1
void vshader(float4 vtx_position : POSITION,
float2 vtx_texcoord0 : TEXCOORD0,
out float4 l_position : POSITION,
out float2 l_texcoord0 : TEXCOORD0,
uniform float4x4 mat_modelproj)
{
l_position=mul(mat_modelproj, vtx_position);
l_texcoord0=vtx_texcoord0;
}
void fshader(float2 l_texcoord0 : TEXCOORD0,
out float4 o_color : COLOR,
uniform float2 texpix_src,
uniform sampler2D k_src : TEXUNIT0)
{
float3 offset = float3(2.0*texpix_src.x, 3.0*texpix_src.x, 5.0*texpix_src.x);
o_color = tex2D(k_src, l_texcoord0);
o_color += tex2D(k_src, float2(l_texcoord0.x - offset.z, l_texcoord0.y));
o_color += tex2D(k_src, float2(l_texcoord0.x - offset.y, l_texcoord0.y));
o_color += tex2D(k_src, float2(l_texcoord0.x - offset.x, l_texcoord0.y));
o_color += tex2D(k_src, float2(l_texcoord0.x + offset.x, l_texcoord0.y));
o_color += tex2D(k_src, float2(l_texcoord0.x + offset.y, l_texcoord0.y));
o_color += tex2D(k_src, float2(l_texcoord0.x + offset.z, l_texcoord0.y));
o_color /= 7;
o_color.w = 1;
}

View File

@ -0,0 +1,32 @@
//Cg
//
//Cg profile arbvp1 arbfp1
void vshader(float4 vtx_position : POSITION,
float2 vtx_texcoord0 : TEXCOORD0,
out float4 l_position : POSITION,
out float2 l_texcoord0 : TEXCOORD0,
uniform float4x4 mat_modelproj)
{
l_position=mul(mat_modelproj, vtx_position);
l_texcoord0=vtx_texcoord0;
}
void fshader(float2 l_texcoord0 : TEXCOORD0,
out float4 o_color : COLOR,
uniform float2 texpix_src,
uniform sampler2D k_src : TEXUNIT0)
{
float3 offset = float3(2.0*texpix_src.y, 3.0*texpix_src.y, 5.0*texpix_src.y);
o_color = tex2D(k_src, l_texcoord0);
o_color += tex2D(k_src, float2(l_texcoord0.x, l_texcoord0.y - offset.z));
o_color += tex2D(k_src, float2(l_texcoord0.x, l_texcoord0.y - offset.y));
o_color += tex2D(k_src, float2(l_texcoord0.x, l_texcoord0.y - offset.x));
o_color += tex2D(k_src, float2(l_texcoord0.x, l_texcoord0.y + offset.x));
o_color += tex2D(k_src, float2(l_texcoord0.x, l_texcoord0.y + offset.y));
o_color += tex2D(k_src, float2(l_texcoord0.x, l_texcoord0.y + offset.z));
o_color /= 7;
o_color.w = 1;
}