X-Git-Url: https://git.sesse.net/?p=movit;a=blobdiff_plain;f=effect.h;h=9d4f247632449cbb2cccaf44000d75343b4b147c;hp=d7db29907dbdb4d070efdbfd00a80e5c04c1d85b;hb=d41e82b7cc456c945dbc460b2ffdc13a80f6505f;hpb=524148c91130cbbe1a506eb9c268750dba74cb95 diff --git a/effect.h b/effect.h index d7db299..9d4f247 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() {} @@ -99,7 +86,8 @@ public: // 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 you set INPUT_AND_OUTPUT_PREMULTIPLIED_ALPHA or + // INPUT_PREMULTIPLIED_ALPHA_KEEP_BLANK, 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 @@ -113,22 +101,32 @@ public: // pre- and postmultiplied. OUTPUT_BLANK_ALPHA, + // Always outputs postmultiplied alpha. Only appropriate for inputs. + OUTPUT_POSTMULTIPLIED_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, + INPUT_AND_OUTPUT_PREMULTIPLIED_ALPHA, - // Always outputs postmultiplied alpha. Only appropriate for inputs. - OUTPUT_ALPHA_POSTMULTIPLIED, + // Like INPUT_AND_OUTPUT_PREMULTIPLIED_ALPHA, but also guarantees + // that if you get blank alpha in, you also keep blank alpha out. + // This is a somewhat weaker guarantee than DONT_CARE_ALPHA_TYPE, + // but is still useful in many situations, and appropriate when + // e.g. you don't touch alpha at all. + // + // Does not make sense for inputs. + INPUT_PREMULTIPLIED_ALPHA_KEEP_BLANK, - // 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. + // Keeps the type of alpha (premultiplied, postmultiplied, blank) + // unchanged from input to output. Usually appropriate if you + // process all color channels in a linear fashion, do not change + // alpha, and do not produce any new pixels thare have alpha != 1.0. // // Does not make sense for inputs. DONT_CARE_ALPHA_TYPE, }; - virtual AlphaHandling alpha_handling() const { return INPUT_AND_OUTPUT_ALPHA_PREMULTIPLIED; } + virtual AlphaHandling alpha_handling() const { return INPUT_AND_OUTPUT_PREMULTIPLIED_ALPHA; } // Whether this effect expects its input to come directly from // a texture. If this is true, the framework will not chain the @@ -168,11 +166,16 @@ public: virtual bool changes_output_size() const { return false; } // If changes_output_size() is true, you must implement this to tell - // the framework what output size you want. + // the framework what output size you want. Also, you can set a + // virtual width/height, which is the size the next effect (if any) + // will _think_ your data is in. This is primarily useful if you are + // relying on getting OpenGL's bilinear resizing for free; otherwise, + // your virtual_width/virtual_height should be the same as width/height. // // Note that it is explicitly allowed to change width and height // from frame to frame; EffectChain will reallocate textures as needed. - virtual void get_output_size(unsigned *width, unsigned *height) const { + virtual void get_output_size(unsigned *width, unsigned *height, + unsigned *virtual_width, unsigned *virtual_height) const { assert(false); } @@ -281,4 +284,4 @@ private: std::map params_tex_1d; }; -#endif // !defined(_EFFECT_H) +#endif // !defined(_MOVIT_EFFECT_H)