X-Git-Url: https://git.sesse.net/?p=movit;a=blobdiff_plain;f=diffusion_effect.h;h=a8babd0e92a518f0ee58542c6e8d7e63ae2be6a6;hp=f8ed77c35af528cdb71e896e80522dfa3c270ae8;hb=eff011224abc5dc81f801f3ea44572287a55bcac;hpb=f99ad333a7acbb6c8c995dbb036484ae8940c490 diff --git a/diffusion_effect.h b/diffusion_effect.h index f8ed77c..a8babd0 100644 --- a/diffusion_effect.h +++ b/diffusion_effect.h @@ -1,5 +1,5 @@ -#ifndef _DIFFUSION_EFFECT_H -#define _DIFFUSION_EFFECT_H 1 +#ifndef _MOVIT_DIFFUSION_EFFECT_H +#define _MOVIT_DIFFUSION_EFFECT_H 1 // There are many different effects that go under the name of "diffusion", // seemingly all of the inspired by the effect you get when you put a @@ -12,29 +12,39 @@ // where we first blur the picture, and then overlay it on the original // using the original as a matte. +#include +#include +#include + #include "effect.h" +namespace movit { + class BlurEffect; +class EffectChain; +class Node; class OverlayMatteEffect; class DiffusionEffect : public Effect { public: DiffusionEffect(); - virtual std::string effect_type_id() const { return "DiffusionEffect"; } + ~DiffusionEffect(); + std::string effect_type_id() const override { return "DiffusionEffect"; } - virtual void add_self_to_effect_chain(EffectChain *chain, const std::vector &input); - virtual bool set_float(const std::string &key, float value); + void rewrite_graph(EffectChain *graph, Node *self) override; + bool set_float(const std::string &key, float value) override; - virtual std::string output_fragment_shader() { + std::string output_fragment_shader() override { assert(false); } - virtual void set_gl_state(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) override { assert(false); } private: BlurEffect *blur; OverlayMatteEffect *overlay_matte; + bool owns_overlay_matte; }; // Used internally by DiffusionEffect; combines the blurred and the original @@ -42,14 +52,17 @@ private: class OverlayMatteEffect : public Effect { public: OverlayMatteEffect(); - virtual std::string effect_type_id() const { return "OverlayMatteEffect"; } - std::string output_fragment_shader(); + std::string effect_type_id() const override { return "OverlayMatteEffect"; } + std::string output_fragment_shader() override; + AlphaHandling alpha_handling() const override { return INPUT_PREMULTIPLIED_ALPHA_KEEP_BLANK; } - unsigned num_inputs() const { return 2; } + unsigned num_inputs() const override { return 2; } + bool strong_one_to_one_sampling() const override { return true; } private: float blurred_mix_amount; }; +} // namespace movit -#endif // !defined(_DIFFUSION_EFFECT_H) +#endif // !defined(_MOVIT_DIFFUSION_EFFECT_H)