1 /*
2  * Copyright (c) 2022 Huawei Device Co., Ltd.
3  * Licensed under the Apache License, Version 2.0 (the "License");
4  * you may not use this file except in compliance with the License.
5  * You may obtain a copy of the License at
6  *
7  *     http://www.apache.org/licenses/LICENSE-2.0
8  *
9  * Unless required by applicable law or agreed to in writing, software
10  * distributed under the License is distributed on an "AS IS" BASIS,
11  * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
12  * See the License for the specific language governing permissions and
13  * limitations under the License.
14  */
15 
16 #include "vertical_blur_filter.h"
17 
18 namespace OHOS {
19 namespace Rosen {
VerticalBlurFilter()20 VerticalBlurFilter::VerticalBlurFilter()
21 {
22     CreateProgram(GetVertexShader(), GetFragmentShader());
23 }
24 
SetValue(const std::string & key,std::shared_ptr<void> value,int size)25 void VerticalBlurFilter::SetValue(const std::string& key, std::shared_ptr<void> value, int size)
26 {
27     if (key == "offset" && size > 0) {
28         std::shared_ptr<float> offset = std::static_pointer_cast<float>(value);
29         for (int i = 0; i < size; i++) {
30             offset_[i] = *(offset.get() + i);
31         }
32     }
33     if (key == "weight" && size > 0) {
34         std::shared_ptr<float> weight = std::static_pointer_cast<float>(value);
35         for (int i = 0; i < size; i++) {
36             weight_[i] = *(weight.get() + i);
37         }
38     }
39 }
40 
LoadFilterParams()41 void VerticalBlurFilter::LoadFilterParams()
42 {
43     Use();
44     weightID_ = glGetUniformLocation(program_->programID_, "weight");
45     offsetID_ = glGetUniformLocation(program_->programID_, "offset");
46     glUniform1fv(weightID_, RADIUS, weight_);
47     glUniform1fv(offsetID_, RADIUS, offset_);
48 }
49 
GetVertexShader()50 std::string VerticalBlurFilter::GetVertexShader()
51 {
52     return R"SHADER(#version 320 es
53         precision mediump float;
54 
55         layout (location = 0) in vec3 vertexCoord;
56         layout (location = 1) in vec2 inputTexCoord;
57         out vec2 texCoord;
58 
59         void main()
60         {
61             gl_Position = vec4(vertexCoord, 1.0);
62             texCoord = inputTexCoord;
63         }
64     )SHADER";
65 }
66 
GetFragmentShader()67 std::string VerticalBlurFilter::GetFragmentShader()
68 {
69     return R"SHADER(#version 320 es
70         precision mediump float;
71         precision mediump int;
72 
73         const int RADIUS = 3;
74         in vec2 texCoord;
75         out vec4 fragColor;
76 
77         uniform sampler2D uTexture;
78         uniform float weight[3];
79         uniform float offset[3];
80 
81         void main()
82         {
83             float tex_offset = 1.0 / float(textureSize(uTexture, 0).y); // gets size of single texel
84             vec3 result = texture(uTexture, texCoord).rgb * weight[0]; // current fragment's contribution
85 
86             for (int i = 1; i < RADIUS; ++i)
87             {
88                 result += texture(uTexture, texCoord + vec2(0.0, tex_offset) * offset[i]).rgb * weight[i];
89                 result += texture(uTexture, texCoord - vec2(0.0, tex_offset) * offset[i]).rgb * weight[i];
90             }
91 
92             fragColor = vec4(result, 1.0);
93         }
94     )SHADER";
95 }
96 } // namespcae Rosen
97 } // namespace OHOS