]> git.sesse.net Git - movit/blobdiff - blur_effect.cpp
Add a diffusion effect, and hook it up in the GUI.
[movit] / blur_effect.cpp
index fd81aa86cdbc342cbdf3e231e6f89acbae9fa80d..285169851705309c0867b50bac0408c6284ca1a2 100644 (file)
 
 // Must match blur_effect.frag.
 #define NUM_TAPS 16
+       
+BlurEffect::BlurEffect() {
+       hpass = new SingleBlurPassEffect();
+       hpass->set_int("direction", SingleBlurPassEffect::HORIZONTAL);
+       vpass = new SingleBlurPassEffect();
+       vpass->set_int("direction", SingleBlurPassEffect::VERTICAL);
+}
+
+void BlurEffect::add_self_to_effect_chain(EffectChain *chain, const std::vector<Effect *> &inputs) {
+       assert(inputs.size() == 1);
+       hpass->add_self_to_effect_chain(chain, inputs);
+
+       std::vector<Effect *> vpass_inputs;
+       vpass_inputs.push_back(hpass);
+       vpass->add_self_to_effect_chain(chain, vpass_inputs);
+}
+
+bool BlurEffect::set_float(const std::string &key, float value) {
+       if (!hpass->set_float(key, value)) {
+               return false;
+       }
+       return vpass->set_float(key, value);
+}
 
-BlurEffect::BlurEffect()
+SingleBlurPassEffect::SingleBlurPassEffect()
        : radius(3.0f),
          direction(HORIZONTAL)
 {
@@ -19,12 +42,12 @@ BlurEffect::BlurEffect()
        register_int("direction", (int *)&direction);
 }
 
-std::string BlurEffect::output_fragment_shader()
+std::string SingleBlurPassEffect::output_fragment_shader()
 {
        return read_file("blur_effect.frag");
 }
 
-void BlurEffect::set_uniforms(GLuint glsl_program_num, const std::string &prefix, unsigned *sampler_num)
+void SingleBlurPassEffect::set_uniforms(GLuint glsl_program_num, const std::string &prefix, unsigned *sampler_num)
 {
        Effect::set_uniforms(glsl_program_num, prefix, sampler_num);