-#ifndef _UNSHARP_MASK_EFFECT_H
-#define _UNSHARP_MASK_EFFECT_H 1
+#ifndef _MOVIT_UNSHARP_MASK_EFFECT_H
+#define _MOVIT_UNSHARP_MASK_EFFECT_H 1
// Unsharp mask is probably the most popular way of doing sharpening today,
// although it does not always deliver the best results (it is very prone
// See DeconvolutionSharpenEffect for a different, possibly better
// sharpening algorithm.
+#include <epoxy/gl.h>
+#include <assert.h>
+#include <string>
+
#include "effect.h"
+namespace movit {
+
class BlurEffect;
+class EffectChain;
class MixEffect;
+class Node;
class UnsharpMaskEffect : public Effect {
public:
UnsharpMaskEffect();
- virtual std::string effect_type_id() const { return "UnsharpMaskEffect"; }
+ std::string effect_type_id() const override { return "UnsharpMaskEffect"; }
- virtual bool needs_srgb_primaries() const { return false; }
+ bool needs_srgb_primaries() const override { return false; }
- virtual void rewrite_graph(EffectChain *graph, Node *self);
- virtual bool set_float(const std::string &key, float value);
+ void rewrite_graph(EffectChain *graph, Node *self) override;
+ bool set_float(const std::string &key, float value) override;
- virtual std::string output_fragment_shader() {
+ std::string output_fragment_shader() override {
assert(false);
}
- virtual 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 {
assert(false);
}
MixEffect *mix;
};
-#endif // !defined(_UNSHARP_MASK_EFFECT_H)
+} // namespace movit
+
+#endif // !defined(_MOVIT_UNSHARP_MASK_EFFECT_H)