]> git.sesse.net Git - movit/blobdiff - vignette_effect.cpp
Remove some unneeded conversions from ResampleEffect. Speeds up texture generation...
[movit] / vignette_effect.cpp
index aecd3bdae9de90381454a76242a46a066edef29c..088406b78779e49afbb0dccf4f41a274b4620be7 100644 (file)
@@ -1,33 +1,50 @@
-#define GL_GLEXT_PROTOTYPES 1
-
+#include <epoxy/gl.h>
+#include <assert.h>
 #include <math.h>
-#include <GL/gl.h>
-#include <GL/glext.h>
 
-#include "vignette_effect.h"
+#include "effect_util.h"
 #include "util.h"
+#include "vignette_effect.h"
+
+using namespace std;
+
+namespace movit {
 
 VignetteEffect::VignetteEffect()
        : center(0.5f, 0.5f),
+         uniform_aspect_correction(1.0f, 1.0f),
+         uniform_flipped_center(0.5f, 0.5f),
          radius(0.3f),
          inner_radius(0.3f)
 {
        register_vec2("center", (float *)&center);
        register_float("radius", (float *)&radius);
        register_float("inner_radius", (float *)&inner_radius);
+       register_uniform_float("pihalf_div_radius", &uniform_pihalf_div_radius);
+       register_uniform_vec2("aspect_correction", (float *)&uniform_aspect_correction);
+       register_uniform_vec2("flipped_center", (float *)&uniform_flipped_center);
 }
 
-std::string VignetteEffect::output_fragment_shader()
+string VignetteEffect::output_fragment_shader()
 {
-       return read_file("vignette_effect.glsl");
+       return read_file("vignette_effect.frag");
 }
 
-void VignetteEffect::set_uniforms(GLuint glsl_program_num, const std::string &prefix)
-{
-       Effect::set_uniforms(glsl_program_num, prefix);
+void VignetteEffect::inform_input_size(unsigned input_num, unsigned width, unsigned height) {
+       assert(input_num == 0);
+       if (width >= height) {
+               uniform_aspect_correction = Point2D(float(width) / float(height), 1.0f);
+       } else {
+               uniform_aspect_correction = Point2D(1.0f, float(height) / float(width));
+       }
+}
 
-       set_uniform_float(glsl_program_num, prefix, "inv_radius", 1.0f / radius);
+void VignetteEffect::set_gl_state(GLuint glsl_program_num, const string &prefix, unsigned *sampler_num)
+{
+       Effect::set_gl_state(glsl_program_num, prefix, sampler_num);
 
-       Point2D aspect(16.0f / 9.0f, 1.0f);  // FIXME
-       set_uniform_vec2(glsl_program_num, prefix, "aspect_correction", (float *)&aspect);
+       uniform_pihalf_div_radius = 0.5 * M_PI / radius;
+       uniform_flipped_center = Point2D(center.x, 1.0f - center.y);
 }
+
+}  // namespace movit