Make Input an abstract base class, and move the current functionality into FlatInput...
[movit] / effect.cpp
index 6f9d4c5..1bbb89f 100644 (file)
@@ -4,44 +4,81 @@
 #include <string.h>
 #include <assert.h>
 #include "effect.h"
+#include "effect_chain.h"
 #include "util.h"
 
 #include <GL/gl.h>
 #include <GL/glext.h>
 
-void set_uniform_float(GLuint glsl_program_num, const std::string &prefix, const std::string &key, float value)
+GLint get_uniform_location(GLuint glsl_program_num, const std::string &prefix, const std::string &key)
 {
        std::string name = prefix + "_" + key;
-       GLint l = glGetUniformLocation(glsl_program_num, name.c_str());
-       if (l == -1) {
+       return glGetUniformLocation(glsl_program_num, name.c_str());
+}
+
+void set_uniform_int(GLuint glsl_program_num, const std::string &prefix, const std::string &key, int value)
+{
+       GLint location = get_uniform_location(glsl_program_num, prefix, key);
+       if (location == -1) {
+               return;
+       }
+       check_error();
+       glUniform1i(location, value);
+       check_error();
+}
+
+void set_uniform_float(GLuint glsl_program_num, const std::string &prefix, const std::string &key, float value)
+{
+       GLint location = get_uniform_location(glsl_program_num, prefix, key);
+       if (location == -1) {
                return;
        }
        check_error();
-       glUniform1f(l, value);
+       glUniform1f(location, value);
+       check_error();
+}
+
+void set_uniform_float_array(GLuint glsl_program_num, const std::string &prefix, const std::string &key, const float *values, size_t num_values)
+{
+       GLint location = get_uniform_location(glsl_program_num, prefix, key);
+       if (location == -1) {
+               return;
+       }
+       check_error();
+       glUniform1fv(location, num_values, values);
        check_error();
 }
 
 void set_uniform_vec2(GLuint glsl_program_num, const std::string &prefix, const std::string &key, const float *values)
 {
-       std::string name = prefix + "_" + key;
-       GLint l = glGetUniformLocation(glsl_program_num, name.c_str());
-       if (l == -1) {
+       GLint location = get_uniform_location(glsl_program_num, prefix, key);
+       if (location == -1) {
                return;
        }
        check_error();
-       glUniform2fv(l, 1, values);
+       glUniform2fv(location, 1, values);
        check_error();
 }
 
 void set_uniform_vec3(GLuint glsl_program_num, const std::string &prefix, const std::string &key, const float *values)
 {
-       std::string name = prefix + "_" + key;
-       GLint l = glGetUniformLocation(glsl_program_num, name.c_str());
-       if (l == -1) {
+       GLint location = get_uniform_location(glsl_program_num, prefix, key);
+       if (location == -1) {
                return;
        }
        check_error();
-       glUniform3fv(l, 1, values);
+       glUniform3fv(location, 1, values);
+       check_error();
+}
+
+void set_uniform_vec4_array(GLuint glsl_program_num, const std::string &prefix, const std::string &key, const float *values, size_t num_values)
+{
+       GLint location = get_uniform_location(glsl_program_num, prefix, key);
+       if (location == -1) {
+               return;
+       }
+       check_error();
+       glUniform4fv(location, num_values, values);
        check_error();
 }
 
@@ -105,9 +142,42 @@ void Effect::register_vec3(const std::string &key, float *values)
        params_vec3[key] = values;
 }
 
+void Effect::register_1d_texture(const std::string &key, float *values, size_t size)
+{
+       assert(params_tex_1d.count(key) == 0);
+
+       Texture1D tex;
+       tex.values = values;
+       tex.size = size;
+       tex.needs_update = false;
+       glGenTextures(1, &tex.texture_num);
+
+       glBindTexture(GL_TEXTURE_1D, tex.texture_num);
+       check_error();
+       glTexParameteri(GL_TEXTURE_1D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
+       check_error();
+       glTexParameteri(GL_TEXTURE_1D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
+       check_error();
+       glTexImage1D(GL_TEXTURE_1D, 0, GL_LUMINANCE16F_ARB, size, 0, GL_LUMINANCE, GL_FLOAT, values);
+       check_error();
+
+       params_tex_1d[key] = tex;
+}
+
+void Effect::invalidate_1d_texture(const std::string &key)
+{
+       assert(params_tex_1d.count(key) != 0);
+       params_tex_1d[key].needs_update = true;
+}
+
+void Effect::add_self_to_effect_chain(EffectChain *chain, const std::vector<Effect *> &inputs)
+{
+       chain->add_effect_raw(this, inputs);
+}
+
 // Output convenience uniforms for each parameter.
 // These will be filled in per-frame.
-std::string Effect::output_convenience_uniforms()
+std::string Effect::output_convenience_uniforms() const
 {
        std::string output = "";
        for (std::map<std::string, float*>::const_iterator it = params_float.begin();
@@ -131,10 +201,17 @@ std::string Effect::output_convenience_uniforms()
                sprintf(buf, "uniform vec3 PREFIX(%s);\n", it->first.c_str());
                output.append(buf);
        }
+       for (std::map<std::string, Texture1D>::const_iterator it = params_tex_1d.begin();
+            it != params_tex_1d.end();
+            ++it) {
+               char buf[256];
+               sprintf(buf, "uniform sampler1D PREFIX(%s);\n", it->first.c_str());
+               output.append(buf);
+       }
        return output;
 }
 
-void Effect::set_uniforms(GLuint glsl_program_num, const std::string& prefix)
+void Effect::set_gl_state(GLuint glsl_program_num, const std::string& prefix, unsigned *sampler_num)
 {
        for (std::map<std::string, float*>::const_iterator it = params_float.begin();
             it != params_float.end();
@@ -151,9 +228,24 @@ void Effect::set_uniforms(GLuint glsl_program_num, const std::string& prefix)
             ++it) {
                set_uniform_vec3(glsl_program_num, prefix, it->first, it->second);
        }
-}
 
-std::string Effect::output_vertex_shader()
-{
-       return read_file("identity.vert");
+       for (std::map<std::string, Texture1D>::iterator it = params_tex_1d.begin();
+            it != params_tex_1d.end();
+            ++it) {
+               glActiveTexture(GL_TEXTURE0 + *sampler_num);
+               check_error();
+               glBindTexture(GL_TEXTURE_1D, it->second.texture_num);
+               check_error();
+
+               if (it->second.needs_update) {
+                       glTexImage1D(GL_TEXTURE_1D, 0, GL_LUMINANCE16F_ARB, it->second.size, 0, GL_LUMINANCE, GL_FLOAT, it->second.values);
+                       check_error();
+                       it->second.needs_update = false;
+               }
+
+               set_uniform_int(glsl_program_num, prefix, it->first, *sampler_num);
+               ++*sampler_num;
+       }
 }
+
+void Effect::clear_gl_state() {}