public:
FFTPassEffect();
~FFTPassEffect();
- virtual std::string effect_type_id() const {
+ std::string effect_type_id() const override {
char buf[256];
if (inverse) {
snprintf(buf, sizeof(buf), "IFFTPassEffect[%d]", (1 << pass_number));
}
return buf;
}
- std::string output_fragment_shader();
+ std::string output_fragment_shader() override;
- 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;
// We don't actually change the output size, but this flag makes sure
// that no other effect is chained after us. This is important since
// mode to GL_NEAREST, which other effects are not ready for; so, the
// combination of these two flags guarantee that we're run entirely alone
// in our own phase, which is exactly what we want.
- virtual bool needs_texture_bounce() const { return true; }
- virtual bool changes_output_size() const { return true; }
+ bool needs_texture_bounce() const override { return true; }
+ bool changes_output_size() const override { return true; }
+ bool sets_virtual_output_size() const override { return false; }
- virtual void inform_input_size(unsigned input_num, unsigned width, unsigned height)
+ void inform_input_size(unsigned input_num, unsigned width, unsigned height) override
{
assert(input_num == 0);
input_width = width;
input_height = height;
}
- virtual void get_output_size(unsigned *width, unsigned *height,
- unsigned *virtual_width, unsigned *virtual_height) const {
+ void get_output_size(unsigned *width, unsigned *height,
+ unsigned *virtual_width, unsigned *virtual_height) const override {
*width = *virtual_width = input_width;
*height = *virtual_height = input_height;
}
- virtual void inform_added(EffectChain *chain) { this->chain = chain; }
+ void inform_added(EffectChain *chain) override { this->chain = chain; }
enum Direction { INVALID = -1, HORIZONTAL = 0, VERTICAL = 1 };
EffectChain *chain;
int input_width, input_height;
GLuint tex;
+ float uniform_num_repeats;
+ GLint uniform_support_tex;
int fft_size;
Direction direction;