diff --git a/tests/cpp-tests/Classes/ShaderTest/ShaderTest2.cpp b/tests/cpp-tests/Classes/ShaderTest/ShaderTest2.cpp index cbec2d5bd9..0b4ddaa627 100644 --- a/tests/cpp-tests/Classes/ShaderTest/ShaderTest2.cpp +++ b/tests/cpp-tests/Classes/ShaderTest/ShaderTest2.cpp @@ -278,11 +278,16 @@ protected: virtual void buildCustomUniforms(); virtual void setCustomUniforms(); protected: - Point blur_; - GLfloat sub_[4]; + int _blurRadius; + Point _pixelSize; - GLuint blurLocation; - GLuint subLocation; + int _samplingRadius; + float _scale; + float _cons; + float _weightSum; + + GLuint pixelSizeLocation; + GLuint coefficientLocation; }; BlurSprite::BlurSprite() @@ -293,28 +298,56 @@ BlurSprite::BlurSprite() void BlurSprite::buildCustomUniforms() { auto s = getTexture()->getContentSizeInPixels(); - - blur_ = Point(1/s.width, 1/s.height); - sub_[0] = sub_[1] = sub_[2] = sub_[3] = 0; + _blurRadius = 0; + _pixelSize = Point(1/s.width, 1/s.height); + _samplingRadius = 0; + setBlurSize(10.0f); auto program = getShaderProgram(); - subLocation = program->getUniformLocation("substract"); - blurLocation = program->getUniformLocation("blurSize"); + pixelSizeLocation = program->getUniformLocation("onePixelSize"); + coefficientLocation = program->getUniformLocation("gaussianCoefficient"); } void BlurSprite::setCustomUniforms() { auto program = getShaderProgram(); - program->setUniformLocationWith2f(blurLocation, blur_.x, blur_.y); - program->setUniformLocationWith4fv(subLocation, sub_, 1); + program->setUniformLocationWith2f(pixelSizeLocation, _pixelSize.x, _pixelSize.y); + program->setUniformLocationWith4f(coefficientLocation, _samplingRadius, _scale,_cons,_weightSum); } void BlurSprite::setBlurSize(float f) { - auto s = getTexture()->getContentSizeInPixels(); + if(_blurRadius == (int)f) + return; + _blurRadius = (int)f; - blur_ = Point(1/s.width, 1/s.height); - blur_ = blur_ * f; + _samplingRadius = _blurRadius; + if (_samplingRadius > 10) + { + _samplingRadius = 10; + } + if (_blurRadius > 0) + { + float sigma = _blurRadius / 2.0f; + _scale = -0.5f / (sigma * sigma); + _cons = -1.0f * _scale / 3.141592f; + _weightSum = -_cons; + + float weight; + int squareX; + for(int dx = 0; dx <= _samplingRadius; ++dx) + { + squareX = dx * dx; + weight = _cons * exp(squareX * _scale); + _weightSum += 2.0 * weight; + for (int dy = 1; dy <= _samplingRadius; ++dy) + { + weight = _cons * exp((squareX + dy * dy) * _scale); + _weightSum += 4.0 * weight; + } + } + } + log("_blurRadius:%d",_blurRadius); } class NoiseSprite : public ShaderSprite, public ShaderSpriteCreator