2 #define _BLUR_EFFECT_H 1
4 // A separable 2D blur implemented by a combination of mipmap filtering
5 // and convolution (essentially giving a convolution with a piecewise linear
6 // approximation to the true impulse response).
8 // Works in two passes; first horizontal, then vertical (BlurEffect,
9 // which is what the user is intended to use, instantiates two copies of
10 // SingleBlurPassEffect behind the scenes).
14 class SingleBlurPassEffect;
16 class BlurEffect : public Effect {
20 // We want this for the same reason as ResizeEffect; we could end up scaling
22 virtual bool needs_texture_bounce() const { return true; }
23 virtual bool needs_mipmaps() const { return true; }
24 virtual bool needs_srgb_primaries() const { return false; }
26 virtual std::string output_fragment_shader() {
29 virtual void set_gl_state(GLuint glsl_program_num, const std::string &prefix, unsigned *sampler_num) {
33 virtual void add_self_to_effect_chain(EffectChain *chain, const std::vector<Effect *> &input);
34 virtual bool set_float(const std::string &key, float value);
40 SingleBlurPassEffect *hpass, *vpass;
43 class SingleBlurPassEffect : public Effect {
45 SingleBlurPassEffect();
46 std::string output_fragment_shader();
48 virtual bool needs_texture_bounce() const { return true; }
49 virtual bool needs_mipmaps() const { return true; }
50 virtual bool needs_srgb_primaries() const { return false; }
52 virtual bool changes_output_size() const { return true; }
54 virtual void get_output_size(unsigned *width, unsigned *height) const {
56 *height = this->height;
59 void set_gl_state(GLuint glsl_program_num, const std::string &prefix, unsigned *sampler_num);
60 void clear_gl_state();
62 enum Direction { HORIZONTAL = 0, VERTICAL = 1 };
70 #endif // !defined(_BLUR_EFFECT_H)