X-Git-Url: https://git.sesse.net/?p=movit;a=blobdiff_plain;f=blur_effect.h;h=a440949f00901beb8b7eb206b1b45be23678ac0f;hp=0657136181066042391e91baf4e9672fb7f4ef02;hb=fe785e6f62ab58ef05972850d9275005794505b7;hpb=b5e3174594efe9a920621a68d3b28f5e44676d03 diff --git a/blur_effect.h b/blur_effect.h index 0657136..a440949 100644 --- a/blur_effect.h +++ b/blur_effect.h @@ -1,20 +1,57 @@ #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; + class BlurEffect : public Effect { public: BlurEffect(); + + virtual bool needs_srgb_primaries() const { return false; } + + virtual std::string output_fragment_shader() { + assert(false); + } + virtual void set_gl_state(GLuint glsl_program_num, const std::string &prefix, unsigned *sampler_num) { + assert(false); + } + + virtual bool needs_texture_bounce() const { return true; } + virtual bool needs_mipmaps() const { return true; } + virtual void add_self_to_effect_chain(EffectChain *chain, const std::vector &input); + virtual bool set_float(const std::string &key, float value); + +private: + SingleBlurPassEffect *hpass, *vpass; +}; + +class SingleBlurPassEffect : public Effect { +public: + SingleBlurPassEffect(); std::string output_fragment_shader(); - virtual bool needs_many_samples() const { return true; } + virtual bool needs_srgb_primaries() const { return false; } + virtual bool needs_texture_bounce() const { return true; } virtual bool needs_mipmaps() const { return true; } - 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; }; #endif // !defined(_BLUR_EFFECT_H)