#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;
public:
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<Effect *> *chain);
+ virtual void add_self_to_effect_chain(EffectChain *chain, const std::vector<Effect *> &input);
virtual bool set_float(const std::string &key, float value);
private:
+ void update_radius();
+
+ float radius;
SingleBlurPassEffect *hpass, *vpass;
};
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)