/
erosion.h
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/
erosion.h
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#ifndef EROSION_H
#define EROSION_H
// *****************************************************************************
// erosion.h Tao3D project
// *****************************************************************************
//
// File description:
//
// Define an erosion filter.
//
//
//
//
//
//
// *****************************************************************************
// This software is licensed under the GNU General Public License v3
// (C) 2011-2014, Baptiste Soulisse <baptiste.soulisse@taodyne.com>
// (C) 2011-2013, Catherine Burvelle <catherine@taodyne.com>
// (C) 2011-2014,2019, Christophe de Dinechin <christophe@dinechin.org>
// (C) 2011-2014, Jérôme Forissier <jerome@taodyne.com>
// (C) 2011-2014, Baptiste Soulisse <baptiste.soulisse@taodyne.com>
// *****************************************************************************
// This file is part of Tao3D
//
// Tao3D is free software: you can r 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.
//
// Tao3D 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 for more details.
//
// You should have received a copy of the GNU General Public License
// along with Tao3D, in a file named COPYING.
// If not, see <https://www.gnu.org/licenses/>.
// *****************************************************************************
#include "tao/coords3d.h"
#include "tao/module_api.h"
#include "tao/tao_gl.h"
#include "filtering.h"
using namespace std;
using namespace Tao;
struct Erosion : public Filter
{
Erosion(float x, float y, float threshold);
~Erosion();
void setColor(GLfloat erode_color[4]);
void setRadius(float radius);
// Draw erosion filter
virtual void Draw();
protected:
virtual void createShaders();
private:
GLfloat color[4]; // Erosion color
float x, y; // Erosion center
float threshold; // Erosion threshold
float radius; // Erosion radius
static bool failed;
static QGLShaderProgram* pgm;
static uint colorMapID, radiusID, amountID, thresholdID, colorID, centerID;
static const QGLContext* context;
};
#endif // CEL_SHADING_H