X-Git-Url: https://git.sesse.net/?p=movit;a=blobdiff_plain;f=effect.h;h=4f740f3cec0015910b4977642b1467570751c5e6;hp=771648cde059ec269c514c845ed798694cdf6ba0;hb=a9bd8dc1e30b82bc99a445f80df09488b4f9d1f4;hpb=7af4d1b54ba141fdb74cd13ddc6110708855d157 diff --git a/effect.h b/effect.h index 771648c..4f740f3 100644 --- a/effect.h +++ b/effect.h @@ -1,5 +1,5 @@ -#ifndef _EFFECT_H -#define _EFFECT_H 1 +#ifndef _MOVIT_EFFECT_H +#define _MOVIT_EFFECT_H 1 // Effect is the base class for every effect. It basically represents a single // GLSL function, with an optional set of user-settable parameters. @@ -10,16 +10,13 @@ // effect instance; use the macro PREFIX() around your identifiers to // automatically prepend that prefix. +#include +#include +#include #include #include -#include - -#include - -#include -#include -#include "util.h" +#include "defs.h" class EffectChain; class Node; @@ -41,23 +38,13 @@ struct RGBTriplet { }; // Can alias on a float[4]. -struct RGBATriplet { - RGBATriplet(float r, float g, float b, float a) +struct RGBATuple { + RGBATuple(float r, float g, float b, float a) : r(r), g(g), b(b), a(a) {} float r, g, b, a; }; -// Convenience functions that deal with prepending the prefix. -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_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(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 Eigen::Matrix3d &matrix); - class Effect { public: virtual ~Effect() {} @@ -270,31 +257,12 @@ protected: void register_vec3(const std::string &key, float *values); void register_vec4(const std::string &key, float *values); - // This will register a 1D texture, which will be bound to a sampler - // when your GLSL code runs (so it corresponds 1:1 to a sampler2D uniform - // in GLSL). - // - // Note that if you change the contents of , you will need to - // call invalidate_1d_texture() to have the picture re-uploaded on the - // next frame. This is in contrast to all the other parameters, which are - // set anew every frame. - void register_1d_texture(const std::string &key, float *values, size_t size); - void invalidate_1d_texture(const std::string &key); - private: - struct Texture1D { - float *values; - size_t size; - bool needs_update; - GLuint texture_num; - }; - std::map params_int; std::map params_float; std::map params_vec2; std::map params_vec3; std::map params_vec4; - std::map params_tex_1d; }; -#endif // !defined(_EFFECT_H) +#endif // !defined(_MOVIT_EFFECT_H)