// 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)
{
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) {
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();
+}