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#include <epoxy/gl.h>
#include <assert.h>
#include <math.h>
#include "effect_util.h"
#include "util.h"
#include "vignette_effect.h"
using namespace std;
namespace movit {
VignetteEffect::VignetteEffect()
: center(0.5f, 0.5f),
uniform_aspect_correction(1.0f, 1.0f),
uniform_flipped_center(0.5f, 0.5f),
radius(0.3f),
inner_radius(0.3f)
{
register_vec2("center", (float *)¢er);
register_float("radius", (float *)&radius);
register_float("inner_radius", (float *)&inner_radius);
register_uniform_float("pihalf_div_radius", &uniform_pihalf_div_radius);
register_uniform_vec2("aspect_correction", (float *)&uniform_aspect_correction);
register_uniform_vec2("flipped_center", (float *)&uniform_flipped_center);
}
string VignetteEffect::output_fragment_shader()
{
return read_file("vignette_effect.frag");
}
void VignetteEffect::inform_input_size(unsigned input_num, unsigned width, unsigned height) {
assert(input_num == 0);
if (width >= height) {
uniform_aspect_correction = Point2D(float(width) / float(height), 1.0f);
} else {
uniform_aspect_correction = Point2D(1.0f, float(height) / float(width));
}
}
void VignetteEffect::set_gl_state(GLuint glsl_program_num, const string &prefix, unsigned *sampler_num)
{
Effect::set_gl_state(glsl_program_num, prefix, sampler_num);
uniform_pihalf_div_radius = 0.5 * M_PI / radius;
uniform_flipped_center = Point2D(center.x, 1.0f - center.y);
}
} // namespace movit
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