]> git.sesse.net Git - movit/blobdiff - blur_effect.cpp
Remove another unused member.
[movit] / blur_effect.cpp
index fd81aa86cdbc342cbdf3e231e6f89acbae9fa80d..e6a9a313ec8fd82918d7719570d96a194814beb9 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)
 {
@@ -19,14 +42,14 @@ 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_gl_state(GLuint glsl_program_num, const std::string &prefix, unsigned *sampler_num)
 {
-       Effect::set_uniforms(glsl_program_num, prefix, sampler_num);
+       Effect::set_gl_state(glsl_program_num, prefix, sampler_num);
 
        int base_texture_size, texture_size;
        if (direction == HORIZONTAL) {
@@ -179,3 +202,13 @@ void BlurEffect::set_uniforms(GLuint glsl_program_num, const std::string &prefix
        set_uniform_vec4_array(glsl_program_num, prefix, "samples", samples, NUM_TAPS + 1);
 #endif
 }
+
+void SingleBlurPassEffect::clear_gl_state()
+{
+       glActiveTexture(GL_TEXTURE0);
+       check_error();
+       glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_BASE_LEVEL, 0);
+       check_error();
+       glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, 1000);
+       check_error();
+}