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 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<Effect *> &input);
+ virtual void rewrite_graph(EffectChain *graph, Node *self);
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_srgb_primaries() const { return false; }
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_gl_state(GLuint glsl_program_num, const std::string &prefix, unsigned *sampler_num);
void clear_gl_state();
private:
float radius;
Direction direction;
+ int width, height;
};
#endif // !defined(_BLUR_EFFECT_H)