X-Git-Url: https://git.sesse.net/?p=movit;a=blobdiff_plain;f=effect.h;h=39c612601a36a4e4a9ed9d755c11233d298d2479;hp=da4f74d0f4dee5b9c586e6798f24e612b27ba1e6;hb=bbf22bd4cc8c00add6b934f19d30a099241ffd84;hpb=048e90293b5f5ed4b922d60c4cb47c4b5d24b85e diff --git a/effect.h b/effect.h index da4f74d..39c6126 100644 --- a/effect.h +++ b/effect.h @@ -16,7 +16,9 @@ #include -#include "opengl.h" +#include + +#include #include "util.h" class EffectChain; @@ -42,16 +44,17 @@ struct RGBTriplet { GLint get_uniform_location(GLuint glsl_program_num, const std::string &prefix, const std::string &key); void set_uniform_int(GLuint glsl_program_num, const std::string &prefix, const std::string &key, int value); void set_uniform_float(GLuint glsl_program_num, const std::string &prefix, const std::string &key, float value); -void set_uniform_float_array(GLuint glsl_program_num, const std::string &prefix, const std::string &key, const float *values, size_t num_values); void set_uniform_vec2(GLuint glsl_program_num, const std::string &prefix, const std::string &key, const float *values); void set_uniform_vec3(GLuint glsl_program_num, const std::string &prefix, const std::string &key, const float *values); void set_uniform_vec4_array(GLuint glsl_program_num, const std::string &prefix, const std::string &key, const float *values, size_t num_values); -void set_uniform_mat3(GLuint glsl_program_num, const std::string &prefix, const std::string &key, const Matrix3x3 matrix); +void set_uniform_mat3(GLuint glsl_program_num, const std::string &prefix, const std::string &key, const Eigen::Matrix3d &matrix); class Effect { public: + virtual ~Effect() {} + // An identifier for this type of effect, mostly used for debug output - // (but some special names, like "ColorSpaceConversionEffect", holds special + // (but some special names, like "ColorspaceConversionEffect", holds special // meaning). Same as the class name is fine. virtual std::string effect_type_id() const = 0; @@ -75,6 +78,49 @@ public: // in a linear fashion. virtual bool needs_srgb_primaries() const { return true; } + // How this effect handles alpha, ie. what it outputs in its + // alpha channel. The choices are basically blank (alpha is always 1.0), + // premultiplied and postmultiplied. + // + // Premultiplied alpha is when the alpha value has been be multiplied + // into the three color components, so e.g. 100% red at 50% alpha + // would be (0.5, 0.0, 0.0, 0.5) instead of (1.0, 0.0, 0.0, 0.5) + // as it is stored in most image formats (postmultiplied alpha). + // The multiplication is taken to have happened in linear light. + // This is the most natural format for processing, and the default in + // most of Movit (just like linear light is). + // + // If you set INPUT_AND_OUTPUT_ALPHA_PREMULTIPLIED, all of your inputs + // (if any) are guaranteed to also be in premultiplied alpha. + // Otherwise, you can get postmultiplied or premultiplied alpha; + // you won't know. If you have multiple inputs, you will get the same + // (pre- or postmultiplied) for all inputs, although most likely, + // you will want to combine them in a premultiplied fashion anyway + // in that case. + enum AlphaHandling { + // Always outputs blank alpha (ie. alpha=1.0). Only appropriate + // for inputs that do not output an alpha channel. + // Blank alpha is special in that it can be treated as both + // pre- and postmultiplied. + OUTPUT_BLANK_ALPHA, + + // Always outputs premultiplied alpha. As noted above, + // you will then also get all inputs in premultiplied alpha. + // If you set this, you should also set needs_linear_light(). + INPUT_AND_OUTPUT_ALPHA_PREMULTIPLIED, + + // Always outputs postmultiplied alpha. Only appropriate for inputs. + OUTPUT_ALPHA_POSTMULTIPLIED, + + // Keeps the type of alpha unchanged from input to output. + // Usually appropriate if you process all color channels + // in a linear fashion, and do not change alpha. + // + // Does not make sense for inputs. + DONT_CARE_ALPHA_TYPE, + }; + virtual AlphaHandling alpha_handling() const { return INPUT_AND_OUTPUT_ALPHA_PREMULTIPLIED; } + // Whether this effect expects its input to come directly from // a texture. If this is true, the framework will not chain the // input from other effects, but will store the results of the @@ -176,10 +222,10 @@ public: // Set a parameter; intended to be called from user code. // Neither of these take ownership of the pointer. - virtual bool set_int(const std::string&, int value); - virtual bool set_float(const std::string &key, float value); - virtual bool set_vec2(const std::string &key, const float *values); - virtual bool set_vec3(const std::string &key, const float *values); + virtual bool set_int(const std::string&, int value) MUST_CHECK_RESULT; + virtual bool set_float(const std::string &key, float value) MUST_CHECK_RESULT; + virtual bool set_vec2(const std::string &key, const float *values) MUST_CHECK_RESULT; + virtual bool set_vec3(const std::string &key, const float *values) MUST_CHECK_RESULT; protected: // Register a parameter. Whenever set_*() is called with the same key,