X-Git-Url: https://git.sesse.net/?p=movit;a=blobdiff_plain;f=blur_effect.h;h=788d337b3de6d9af4556656022f50486974acfa2;hp=ee890c25543fa41599e67d3e9284bfd68d8ee196;hb=fdad0932f08649e69e824ee73a787671a5bc93a5;hpb=b618b34070d23b6da35c77f004678d8a9e55575b diff --git a/blur_effect.h b/blur_effect.h index ee890c2..788d337 100644 --- a/blur_effect.h +++ b/blur_effect.h @@ -1,6 +1,14 @@ #ifndef _BLUR_EFFECT_H #define _BLUR_EFFECT_H 1 +// A separable 2D blur implemented by a combination of mipmap filtering +// and convolution (essentially giving a convolution with a piecewise linear +// approximation to the true impulse response). +// +// Works in two passes; first horizontal, then vertical (BlurEffect, +// which is what the user is intended to use, instantiates two copies of +// SingleBlurPassEffect behind the scenes). + #include "effect.h" class SingleBlurPassEffect; @@ -9,37 +17,58 @@ class BlurEffect : public Effect { public: BlurEffect(); + virtual std::string effect_type_id() const { return "BlurEffect"; } + + // We want this for the same reason as ResizeEffect; we could end up scaling + // down quite a lot. + virtual bool needs_texture_bounce() const { return true; } + virtual bool needs_mipmaps() const { return true; } + virtual bool needs_srgb_primaries() const { return false; } + virtual std::string output_fragment_shader() { assert(false); } - virtual void set_uniforms(GLuint glsl_program_num, const std::string &prefix, unsigned *sampler_num) { + virtual void set_gl_state(GLuint glsl_program_num, const std::string &prefix, unsigned *sampler_num) { assert(false); } - virtual bool needs_many_samples() const { return true; } - virtual bool needs_mipmaps() const { return true; } - virtual void add_self_to_effect_chain(std::vector *chain); + virtual void add_self_to_effect_chain(EffectChain *chain, const std::vector &input); virtual bool set_float(const std::string &key, float value); private: + void update_radius(); + + float radius; SingleBlurPassEffect *hpass, *vpass; }; class SingleBlurPassEffect : public Effect { public: SingleBlurPassEffect(); + virtual std::string effect_type_id() const { return "SingleBlurPassEffect"; } + std::string output_fragment_shader(); - virtual bool needs_many_samples() const { return true; } + virtual bool needs_texture_bounce() const { return true; } virtual bool needs_mipmaps() const { return true; } + virtual bool needs_srgb_primaries() const { return false; } + + virtual bool changes_output_size() const { return true; } + + virtual void get_output_size(unsigned *width, unsigned *height) const { + *width = this->width; + *height = this->height; + } - void set_uniforms(GLuint glsl_program_num, const std::string &prefix, unsigned *sampler_num); + void set_gl_state(GLuint glsl_program_num, const std::string &prefix, unsigned *sampler_num); + void clear_gl_state(); enum Direction { HORIZONTAL = 0, VERTICAL = 1 }; private: float radius; Direction direction; + int width, height; }; #endif // !defined(_BLUR_EFFECT_H)