#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();
- std::string output_fragment_shader();
- virtual bool needs_many_samples() const { return true; }
+ 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<Effect *> &input);
+ virtual bool set_float(const std::string &key, float value);
+
+private:
+ SingleBlurPassEffect *hpass, *vpass;
+};
- void set_uniforms(GLuint glsl_program_num, const std::string &prefix, unsigned *sampler_num);
+class SingleBlurPassEffect : public Effect {
+public:
+ 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; }
+ 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: