-#include <GL/glew.h>
+#include <epoxy/gl.h>
#include <assert.h>
#include "effect_util.h"
#include "padding_effect.h"
#include "util.h"
+using namespace std;
+
+namespace movit {
+
PaddingEffect::PaddingEffect()
: border_color(0.0f, 0.0f, 0.0f, 0.0f),
output_width(1280),
register_float("left", &left);
}
-std::string PaddingEffect::output_fragment_shader()
+string PaddingEffect::output_fragment_shader()
{
return read_file("padding_effect.frag");
}
-void PaddingEffect::set_gl_state(GLuint glsl_program_num, const std::string &prefix, unsigned *sampler_num)
+void PaddingEffect::set_gl_state(GLuint glsl_program_num, const string &prefix, unsigned *sampler_num)
{
Effect::set_gl_state(glsl_program_num, prefix, sampler_num);
// differently in different modes.
// 0.0 and 1.0 are interpreted the same, no matter the gamma ramp.
-// Alpha is not affected by gamma.
+// Alpha is not affected by gamma per se, but the combination of
+// premultiplied alpha and non-linear gamma curve does not make sense,
+// so if could possibly be converting blank alpha to non-blank
+// (ie., premultiplied), we need our output to be in linear light.
bool PaddingEffect::needs_linear_light() const
{
if ((border_color.r == 0.0 || border_color.r == 1.0) &&
(border_color.g == 0.0 || border_color.g == 1.0) &&
- (border_color.b == 0.0 || border_color.b == 1.0)) {
+ (border_color.b == 0.0 || border_color.b == 1.0) &&
+ border_color.a == 1.0) {
return false;
}
return true;
input_width = width;
input_height = height;
}
+
+} // namespace movit