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Old 04-16-2010, 01:34 PM
whj whj is offline
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Join Date: Apr 2008
Posts: 60
Shader for blurring

Hi,

I had this sample code for blurring. But I messed it up and don't know where is the problem. It should can enable fullscreen blurring, and larger kernel create more blur. Can somebody help me to fix it and explain it? Thanks a lot.

Code:
import viz

viz.go()

viz.add('tankmaze.wrl')

size=512
kernel=3

d = viz.Data()
d.scale = 1.0
d.created = False


d.created = True
d.passes = []

#Uniforms for shaders
srcImageUniform = viz.addUniformInt('srcImage',0)
blurScaleUniform = viz.addUniformFloat('blurScale',1.0)

blur_source = """
uniform sampler2D srcImage;
uniform float blurScale;
void main(void)
{
	vec4 color = vec4(0,0,0,0);
	%code%
	color.a = 1.0;
	gl_FragColor = color;
}"""
		
#Calculate weight and offsets for blur code
weights = []
offsets = []
mid = float(kernel - 1)
kernel *= 2
for i in xrange(0,kernel,2):
	offsets.append( ((i-mid) / 2.0) * (1.0 / size) )
	x = (i - mid) / mid
	weights.append( 0.05 + ((-(x*x) + 1.0) / 4.0) )
		
#Normalize weights
total = sum(weights)
frac = 1.0 / total
weights = [ frac * x for x in weights]

#Create blur code for shaders
horz_blur_code = []
vert_blur_code = []
for w,o in zip(weights,offsets):
	horz_blur_code.append('color += ( texture2D( srcImage, gl_TexCoord[0].xy + vec2( %f*blurScale, 0.0 ) ) * %f );'%(o,w))
	vert_blur_code.append('color += ( texture2D( srcImage, gl_TexCoord[0].xy + vec2( 0.0, %f*blurScale ) ) * %f );'%(o,w))
			
horzBlurShader = viz.addShader(frag=blur_source.replace('%code%','\n'.join( horz_blur_code ) ))
vertBlurShader = viz.addShader(frag=blur_source.replace('%code%','\n'.join( vert_blur_code ) ))


for eye in [viz.RENDER_LEFT,viz.RENDER_RIGHT]:
			
	#Render textures for ping-ponging
	tex1 = viz.addRenderTexture()
	tex2 = viz.addRenderTexture()
			
	"""
	Pass 1 renders the normal scene to a texture
	"""
	pass1 = viz.addRenderNode(size=[size,size])
	pass1.attachTexture(tex1)
	pass1.setOrder(viz.PRE_RENDER,-5)
	pass1.disable(eye)
			
	"""
	Pass 2 renders the texture from pass 1 onto a quad.
	The quad has a shader attached which blurs the texture horizontally.
	"""
	pass2 = viz.addRenderNode()
	pass2.setHUD(0,200,0,200,renderQuad=True)
	pass2.setSize(size,size)
	pass2.setBuffer(viz.RENDER_FBO)
	pass2.setOrder(viz.PRE_RENDER,-4)
	pass2.attachTexture(tex2)
	pass2.texture(tex1)
	pass2.apply(horzBlurShader)
	pass2.apply(srcImageUniform)
	pass2.apply(blurScaleUniform)
	pass2.disable(eye)
			
	"""
	Pass 3 renders the texture from pass 2 onto a quad.
	The quad has a shader attached which blurs the texture vertically.
	"""
	pass3 = viz.addRenderNode()
	pass3.setHUD(0,200,0,200,renderQuad=True)
	pass3.setSize(size,size)
	pass3.setBuffer(viz.RENDER_FBO)
	pass3.setOrder(viz.PRE_RENDER,-3)
	pass3.attachTexture(tex1)
	pass3.texture(tex2)
	pass3.apply(vertBlurShader)
	pass3.apply(srcImageUniform)
	pass3.apply(blurScaleUniform)
	pass3.disable(eye)
			
	"""
	Pass 4 renders the final blurred texture to the screen
	"""
	pass4 = viz.addRenderNode()
	pass4.setHUD(0,200,0,200,renderQuad=True)
	pass4.setOrder(viz.POST_RENDER,-1)
	pass4.texture(tex1)
	pass4.disable(eye)
			
	#Save render nodes and blur uniform
	d.passes += [pass1,pass2,pass3,pass4]

d.blurUniform = blurScaleUniform
d.blurUniform.set(d.scale)


[ p.visible(True) for p in d.passes ]
viz.MainScene.visible(0,viz.WORLD)
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