Translucent sources previously rendered with wrong alpha, which caused sources to look different than they should. With the new code, this is no longer the case and instead now renders the source correctly.
Additionally the modernized code should reduce any problems with rendering by reducing the amount of duplicated manually written code and instead using classes.
This speeds up Gaussian Blur and Linear Gaussian Blur drastically reduces time spent reading textures and instead uses existing registers - maximizing time spent reading the actual image texture.
See Also: #21 Blur Quality
Similar to Linear Box Blur, this version of Gaussian Blur reduces the total number of sample by up to n. This results in a total sample count (per pass) of O(n+1) for even radii and O(n+2) for odd radii. The quality sacrificed to do this is higher this time, though careful adjustment of the halfTexelDelta value can bring it much closer to normal Gaussian Blur. The current offset however had no noticable effects on visual quality.
See Also: #21 Blur Quality
Linear Box Blur abuses the fact that with Linear Sampling we can sample up to four adjacent texels at the same time and get a correct result for Box Blur back. Using this the total number of sample for Box Blur is reduced by n, making the total either n+1 (Even Radius) or n (Odd Radius).
Additionally all blur effect files have been merged into a single blur.effect file to reduce the time required to change a single parameter name. New blur effects should be added as a new technique instead of as a new effect file.
See Also: #21 Blur Quality
Adds full support for Scenes as mask input so that you can re-use your overlay scene as a blur input and have the blur follow behind your overlay.
Closes#14
* Removes the old 'Region' fields and places them under a 'Mask' option that can do much more.
* Supported Mask types: Region, Image, Source.
* Image and Source mask types allow for a color filter and multiplier.
* Now using a Factory and Instance approach to simplify and beautify the code at the same time.
* Additionally we now keep track of created filters and only load data if there is a filter active, and unload data if there are no more filters. This reduces memory and GPU overhead when no filter is active, but adds a first time filter creation overhead.
* Variables and functions now use snake_case.
The Blur Filter can now be applied to a region inside the source itself, the inverse of that region, and/or a feathered version of that region. This allows for easier scene setups where only some parts need to be blurred, but the rest can be left as is.
Fixes#12
An earlier commit changed how Blur filter rendered and thus m_technique was no longer being initialized, resulting in the check randomly failing if the memory was just right.
This also adds some more extra logging to the instance creation in case things fail and fixed one MSVC warning.
Fixes#1
- Fixed Gaussian Blur having color issues with radii that aren't a power of 2.
- Improved error reporting to better debug problems where Blur doesn't render.
- Switched from manual object management to managed classes.
- Lots of code cleanup for maintainability.
This option allows applying the blur to other color formats such as YUV. Bilateral Blur benefits the most from this, resulting in smoother images at lower kernel sizes.
* Added a 'Bilateral' de-noising blur, currently very resource hungry. It also has two extra sliders called 'Smoothing' and 'Sharpness', the former controls how smooth the output is
* Updated effect loading to be global instead of per instance.
* Changed default blur size to 5px.
* Simplified render loop (see previous effect commit).
This is not very optimized at the moment and will take quite a bit of GPU time. Will have to spend some time later to optimize it and perhaps add directional blur ("Motion Blur" to it).