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