// which is what the user is intended to use, instantiates two copies of
// SingleResamplePassEffect behind the scenes).
-#include <GL/glew.h>
+#include <epoxy/gl.h>
#include <assert.h>
#include <stddef.h>
#include <string>
#include "effect.h"
+namespace movit {
+
class EffectChain;
class Node;
class SingleResamplePassEffect;
// down quite a lot.
virtual bool needs_texture_bounce() const { return true; }
virtual bool needs_srgb_primaries() const { return false; }
- virtual AlphaHandling alpha_handling() const { return INPUT_PREMULTIPLIED_ALPHA_KEEP_BLANK; }
virtual void inform_input_size(unsigned input_num, unsigned width, unsigned height);
virtual bool needs_texture_bounce() const { return true; }
virtual bool needs_srgb_primaries() const { return false; }
+ virtual AlphaHandling alpha_handling() const { return INPUT_PREMULTIPLIED_ALPHA_KEEP_BLANK; }
+ virtual void inform_added(EffectChain *chain) { this->chain = chain; }
virtual void inform_input_size(unsigned input_num, unsigned width, unsigned height) {
if (parent != NULL) {
parent->inform_input_size(input_num, width, height);
void update_texture(GLuint glsl_program_num, const std::string &prefix, unsigned *sampler_num);
ResampleEffect *parent;
+ EffectChain *chain;
Direction direction;
GLuint texnum;
int input_width, input_height, output_width, output_height;
float slice_height;
};
+} // namespace movit
+
#endif // !defined(_MOVIT_RESAMPLE_EFFECT_H)