/*******************************************************************************
* Copyright 2012 Geoscience Australia
*
* Licensed under the Apache License, Version 2.0 (the "License");
* you may not use this file except in compliance with the License.
* You may obtain a copy of the License at
*
* http://www.apache.org/licenses/LICENSE-2.0
*
* Unless required by applicable law or agreed to in writing, software
* distributed under the License is distributed on an "AS IS" BASIS,
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
* See the License for the specific language governing permissions and
* limitations under the License.
******************************************************************************/
package au.gov.ga.earthsci.worldwind.common.effects.depthoffield;
import java.awt.Dimension;
import java.io.InputStream;
import javax.media.opengl.GL2;
import au.gov.ga.earthsci.worldwind.common.render.Shader;
/**
* Gaussian blur shader that blurs the input in a single direction (must be
* applied twice, both horizontally and vertically, for a correct Gaussian
* blur).
*
* @author Michael de Hoog (michael.dehoog@ga.gov.au)
*/
public class GaussianBlurShader extends Shader
{
private int sigmaUniform;
private int blurSizeUniform;
private int horizontalUniform;
/**
* Use this shader.
*
* @param gl
* GL context
* @param dimensions
* Dimensions of the input texture
* @param horizontal
* Blur horizontally?
*/
public void use(GL2 gl, Dimension dimensions, boolean horizontal)
{
if (super.use(gl))
{
gl.glUniform1f(sigmaUniform, 4.0f);
gl.glUniform1i(horizontalUniform, horizontal ? 1 : 0);
float blurSize = 1.0f / (horizontal ? dimensions.width : dimensions.height);
gl.glUniform1f(blurSizeUniform, blurSize);
}
}
@Override
protected InputStream getVertexSource()
{
return this.getClass().getResourceAsStream("GenericVertexShader.glsl");
}
@Override
protected InputStream getFragmentSource()
{
return this.getClass().getResourceAsStream("GaussianBlurFragmentShader.glsl");
}
@Override
protected void getUniformLocations(GL2 gl)
{
gl.glUniform1i(gl.glGetUniformLocation(shaderProgram, "blurSampler"), 0);
sigmaUniform = gl.glGetUniformLocation(shaderProgram, "sigma");
blurSizeUniform = gl.glGetUniformLocation(shaderProgram, "blurSize");
horizontalUniform = gl.glGetUniformLocation(shaderProgram, "horizontal");
}
}