/
filtering.h
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/
filtering.h
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#ifndef FILTERING_H
#define FILTERING_H
// *****************************************************************************
// filtering.h Tao3D project
// *****************************************************************************
//
// File description:
//
// Define a filtering technique.
//
//
//
//
//
//
// *****************************************************************************
// 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 "tao/graphic_state.h"
#include <QGLContext>
#include <QGLShaderProgram>
using namespace std;
using namespace Tao;
struct Filter
{
Filter(const QGLContext **pcontext = NULL);
virtual ~Filter();
// Draw filter
virtual void Draw();
// Re-create shaders if GL context has changed
void checkGLContext();
virtual void createShaders();
std::ostream & debug();
static void render_callback(void *arg);
static void identify_callback(void *arg);
static void delete_callback(void *arg);
public:
const QGLContext **pcontext;
public:
// Pointer to Tao functions
static const Tao::ModuleApi *tao;
static float amount;
};
#endif