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//
// libavg - Media Playback Engine.
// Copyright (C) 2003-2014 Ulrich von Zadow
//
// This library is free software; you can redistribute it and/or
// modify it under the terms of the GNU Lesser General Public
// License as published by the Free Software Foundation; either
// version 2 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
// Lesser General Public License for more details.
//
// You should have received a copy of the GNU Lesser General Public
// License along with this library; if not, write to the Free Software
// Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
//
// Current versions can be found at www.libavg.de
//
#include "ShadowFXNode.h"
#include "../base/ObjectCounter.h"
#include "../base/Exception.h"
#include <string>
using namespace std;
namespace avg {
ShadowFXNode::ShadowFXNode(glm::vec2 offset, float radius, float opacity, string sColor)
: FXNode(false),
m_Offset(offset),
m_StdDev(radius),
m_Opacity(opacity)
{
m_sColorName = sColor;
m_Color = colorStringToColor(sColor);
ObjectCounter::get()->incRef(&typeid(*this));
}
ShadowFXNode::~ShadowFXNode()
{
ObjectCounter::get()->decRef(&typeid(*this));
}
void ShadowFXNode::connect()
{
FXNode::connect();
}
void ShadowFXNode::disconnect()
{
m_pFilter = GPUShadowFilterPtr();
FXNode::disconnect();
}
void ShadowFXNode::setOffset(const glm::vec2& offset)
{
m_Offset = offset;
updateFilter();
}
glm::vec2 ShadowFXNode::getOffset() const
{
return m_Offset;
}
void ShadowFXNode::setRadius(float radius)
{
m_StdDev = radius;
updateFilter();
}
float ShadowFXNode::getRadius() const
{
return m_StdDev;
}
void ShadowFXNode::setOpacity(float opacity)
{
m_Opacity = opacity;
updateFilter();
}
float ShadowFXNode::getOpacity() const
{
return m_Opacity;
}
void ShadowFXNode::setColor(const std::string& sColor)
{
m_sColorName = sColor;
m_Color = colorStringToColor(sColor);
updateFilter();
}
std::string ShadowFXNode::getColor() const
{
return m_sColorName;
}
GPUFilterPtr ShadowFXNode::createFilter(const IntPoint& size)
{
m_pFilter = GPUShadowFilterPtr(new GPUShadowFilter(size, m_Offset, m_StdDev,
m_Opacity, m_Color));
setDirty();
return m_pFilter;
}
void ShadowFXNode::updateFilter()
{
if (m_pFilter) {
m_pFilter->setParams(m_Offset, m_StdDev, m_Opacity, m_Color);
setDirty();
}
}
}
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