X-Git-Url: https://git.sesse.net/?p=movit;a=blobdiff_plain;f=effect.cpp;h=9ff200bacde5d01258ffa2b7040181f266824efa;hp=f89b1a99c8c2350d8d5a82ddde26d701c5d373e2;hb=771acfe782f3052bb7326ee7f066ed78657754b4;hpb=e61807327b9a1f98f39dd5e1496254905f78e581 diff --git a/effect.cpp b/effect.cpp index f89b1a9..9ff200b 100644 --- a/effect.cpp +++ b/effect.cpp @@ -1,6 +1,92 @@ +#include #include #include #include "effect.h" +#include "effect_chain.h" +#include "util.h" + +#include "opengl.h" + +GLint get_uniform_location(GLuint glsl_program_num, const std::string &prefix, const std::string &key) +{ + std::string name = prefix + "_" + key; + 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(location, value); + check_error(); +} + +void set_uniform_vec2(GLuint glsl_program_num, const std::string &prefix, const std::string &key, const float *values) +{ + GLint location = get_uniform_location(glsl_program_num, prefix, key); + if (location == -1) { + return; + } + check_error(); + 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) +{ + GLint location = get_uniform_location(glsl_program_num, prefix, key); + if (location == -1) { + return; + } + check_error(); + 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(); +} + +void set_uniform_mat3(GLuint glsl_program_num, const std::string &prefix, const std::string &key, const Eigen::Matrix3d& matrix) +{ + GLint location = get_uniform_location(glsl_program_num, prefix, key); + if (location == -1) { + return; + } + check_error(); + + // Convert to float (GLSL has no double matrices). + float matrixf[9]; + for (unsigned y = 0; y < 3; ++y) { + for (unsigned x = 0; x < 3; ++x) { + matrixf[y + x * 3] = matrix(y, x); + } + } + + glUniformMatrix3fv(location, 1, GL_FALSE, matrixf); + check_error(); +} bool Effect::set_int(const std::string &key, int value) { @@ -20,6 +106,15 @@ bool Effect::set_float(const std::string &key, float value) return true; } +bool Effect::set_vec2(const std::string &key, const float *values) +{ + if (params_vec2.count(key) == 0) { + return false; + } + memcpy(params_vec2[key], values, sizeof(float) * 2); + return true; +} + bool Effect::set_vec3(const std::string &key, const float *values) { if (params_vec3.count(key) == 0) { @@ -41,9 +136,117 @@ void Effect::register_float(const std::string &key, float *value) params_float[key] = value; } +void Effect::register_vec2(const std::string &key, float *values) +{ + assert(params_vec2.count(key) == 0); + params_vec2[key] = values; +} + void Effect::register_vec3(const std::string &key, float *values) { assert(params_vec3.count(key) == 0); 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() const +{ + std::string output = ""; + for (std::map::const_iterator it = params_float.begin(); + it != params_float.end(); + ++it) { + char buf[256]; + sprintf(buf, "uniform float PREFIX(%s);\n", it->first.c_str()); + output.append(buf); + } + for (std::map::const_iterator it = params_vec2.begin(); + it != params_vec2.end(); + ++it) { + char buf[256]; + sprintf(buf, "uniform vec2 PREFIX(%s);\n", it->first.c_str()); + output.append(buf); + } + for (std::map::const_iterator it = params_vec3.begin(); + it != params_vec3.end(); + ++it) { + char buf[256]; + sprintf(buf, "uniform vec3 PREFIX(%s);\n", it->first.c_str()); + output.append(buf); + } + for (std::map::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_gl_state(GLuint glsl_program_num, const std::string& prefix, unsigned *sampler_num) +{ + for (std::map::const_iterator it = params_float.begin(); + it != params_float.end(); + ++it) { + set_uniform_float(glsl_program_num, prefix, it->first, *it->second); + } + for (std::map::const_iterator it = params_vec2.begin(); + it != params_vec2.end(); + ++it) { + set_uniform_vec2(glsl_program_num, prefix, it->first, it->second); + } + for (std::map::const_iterator it = params_vec3.begin(); + it != params_vec3.end(); + ++it) { + set_uniform_vec3(glsl_program_num, prefix, it->first, it->second); + } + + for (std::map::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() {}