]> git.sesse.net Git - movit/blobdiff - effect.cpp
Try to adjust the mip levels to get box blur for free as needed.
[movit] / effect.cpp
index 3a4f8c8c3b30c8bbe3b2d4e423015e40b2af2825..4cc1775d75587305e4504fdf0a534c78d73ec817 100644 (file)
@@ -9,6 +9,18 @@
 #include <GL/gl.h>
 #include <GL/glext.h>
 
+void set_uniform_int(GLuint glsl_program_num, const std::string &prefix, const std::string &key, int value)
+{
+       std::string name = prefix + "_" + key;
+       GLint l = glGetUniformLocation(glsl_program_num, name.c_str());
+       if (l == -1) {
+               return;
+       }
+       check_error();
+       glUniform1i(l, value);
+       check_error();
+}
+
 void set_uniform_float(GLuint glsl_program_num, const std::string &prefix, const std::string &key, float value)
 {
        std::string name = prefix + "_" + key;
@@ -21,6 +33,18 @@ void set_uniform_float(GLuint glsl_program_num, const std::string &prefix, const
        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)
+{
+       std::string name = prefix + "_" + key;
+       GLint l = glGetUniformLocation(glsl_program_num, name.c_str());
+       if (l == -1) {
+               return;
+       }
+       check_error();
+       glUniform1fv(l, 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;
@@ -105,9 +129,37 @@ 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;
+}
+
 // 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 +183,17 @@ 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_uniforms(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();
@@ -151,4 +210,21 @@ void Effect::set_uniforms(GLuint glsl_program_num, const std::string& prefix)
             ++it) {
                set_uniform_vec3(glsl_program_num, prefix, it->first, it->second);
        }
+
+       for (std::map<std::string, Texture1D>::const_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();
+               }
+
+               set_uniform_int(glsl_program_num, prefix, it->first, *sampler_num);
+               ++*sampler_num;
+       }
 }