Unified implementation of filters for CloneSources

All filters now derive from FrameBufferFilter, which is always used in a CloneSource. Default FrameBufferFilter is Passthrough filter. Others are Delay and Image filters. Implemented UI selection of filter type, XML session save and load. Linked ImageFilter to Code editor.
This commit is contained in:
Bruno Herbelin
2022-05-18 00:10:14 +02:00
parent 062e8357fa
commit ffdacb3850
19 changed files with 756 additions and 419 deletions

View File

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#ifndef DELAYFILTER_H
#define DELAYFILTER_H
#include <queue>
#include <glm/glm.hpp>
#include "FrameBufferFilter.h"
class Surface;
class FrameBuffer;
class DelayFilter : public FrameBufferFilter
{
public:
DelayFilter();
~DelayFilter();
// delay property
inline void setDelay(double second) { delay_ = second; }
inline double delay() const { return delay_; }
// implementation of FrameBufferFilter
Type type() const { return FrameBufferFilter::FILTER_DELAY; }
uint texture () const override;
glm::vec3 resolution () const override;
void update (float dt) override;
void draw (FrameBuffer *input) override;
void accept (Visitor& v) override;
private:
// queue of frames
std::queue<FrameBuffer *> frames_;
std::queue<double> elapsed_;
// render management
FrameBuffer *temp_frame_;
// time management
double now_;
double delay_;
};
#endif // DELAYFILTER_H