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ResInsight/VisualizationModules/LibViewing/cvfGaussianBlur.h

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//##################################################################################################
//
// Custom Visualization Core library
// Copyright (C) 2011-2012 Ceetron AS
//
// This library is free software: you can redistribute it and/or modify
// it under the terms of the GNU General Public License as published by
// the Free Software Foundation, either version 3 of the License, or
// (at your option) any later version.
//
// This library is distributed in the hope that it will be useful, but WITHOUT ANY
// WARRANTY; without even the implied warranty of MERCHANTABILITY or
// FITNESS FOR A PARTICULAR PURPOSE.
//
// See the GNU General Public License at <<http://www.gnu.org/licenses/gpl.html>>
// for more details.
//
//##################################################################################################
#pragma once
#include "cvfObject.h"
namespace cvf {
class Texture;
class RenderbufferObject;
class RenderSequence;
class Rendering;
class UniformFloat;
//==================================================================================================
//
//
//
//==================================================================================================
class GaussianBlur : public Object
{
public:
public:
GaussianBlur(Texture* textureToBlur, int kernelSize, double sigma);
void setSigma(double sigma);
void addRenderingsToSequence(RenderSequence* renderSequence);
void removeRenderingsFromSequence(RenderSequence* renderSequence);
void resizeFromTextureSize();
private:
void createRenderings();
private:
ref<Texture> m_textureToBlur; // The texture that is to be blurred, passed in constructor.
int m_kernelSize; // Kernel size
double m_sigma; // Standard deviation for the Gaussian distribution
ref<Texture> m_tempColorTexture; // The intermediate texture for communicating between passes
ref<Rendering> m_vertBlurRendering; // Rendering for the vertical pass
ref<Rendering> m_horBlurRendering; // Rendering for the horizontal pass
ref<UniformFloat> m_uniformSigma; //
ref<UniformFloat> m_uniformVertBlurSize;
ref<UniformFloat> m_uniformHorBlurSize;
};
}