-#ifndef _RESAMPLE_EFFECT_H
-#define _RESAMPLE_EFFECT_H 1
+#ifndef _MOVIT_RESAMPLE_EFFECT_H
+#define _MOVIT_RESAMPLE_EFFECT_H 1
// High-quality image resizing, either up or down.
//
// which is what the user is intended to use, instantiates two copies of
// SingleResamplePassEffect behind the scenes).
-#include <GL/glew.h>
+#include <epoxy/gl.h>
#include <assert.h>
#include <stddef.h>
#include <string>
#include "effect.h"
+namespace movit {
+
class EffectChain;
class Node;
class SingleResamplePassEffect;
// down quite a lot.
virtual bool needs_texture_bounce() const { return true; }
virtual bool needs_srgb_primaries() const { return false; }
- virtual AlphaHandling alpha_handling() const { return INPUT_PREMULTIPLIED_ALPHA_KEEP_BLANK; }
virtual void inform_input_size(unsigned input_num, unsigned width, unsigned height);
private:
void update_size();
+ void update_offset_and_zoom();
SingleResamplePassEffect *hpass, *vpass;
int input_width, input_height, output_width, output_height;
+
+ float offset_x, offset_y;
+ float zoom_x, zoom_y;
+ float zoom_center_x, zoom_center_y;
};
class SingleResamplePassEffect : public Effect {
virtual bool needs_texture_bounce() const { return true; }
virtual bool needs_srgb_primaries() const { return false; }
+ virtual AlphaHandling alpha_handling() const { return INPUT_PREMULTIPLIED_ALPHA_KEEP_BLANK; }
+ virtual void inform_added(EffectChain *chain) { this->chain = chain; }
virtual void inform_input_size(unsigned input_num, unsigned width, unsigned height) {
if (parent != NULL) {
parent->inform_input_size(input_num, width, height);
}
}
virtual bool changes_output_size() const { return true; }
+ virtual bool sets_virtual_output_size() const { return false; }
virtual void get_output_size(unsigned *width, unsigned *height, unsigned *virtual_width, unsigned *virtual_height) const {
*virtual_width = *width = this->output_width;
void update_texture(GLuint glsl_program_num, const std::string &prefix, unsigned *sampler_num);
ResampleEffect *parent;
+ EffectChain *chain;
Direction direction;
GLuint texnum;
+ GLint uniform_sample_tex;
+ float uniform_num_loops, uniform_slice_height, uniform_sample_x_scale, uniform_sample_x_offset;
+ float uniform_whole_pixel_offset;
+ int uniform_num_samples;
+
int input_width, input_height, output_width, output_height;
+ float offset, zoom;
int last_input_width, last_input_height, last_output_width, last_output_height;
+ float last_offset, last_zoom;
int src_bilinear_samples, num_loops;
float slice_height;
+ int last_texture_width, last_texture_height;
+ GLuint last_texture_internal_format;
};
-#endif // !defined(_RESAMPLE_EFFECT_H)
+} // namespace movit
+
+#endif // !defined(_MOVIT_RESAMPLE_EFFECT_H)