X-Git-Url: https://git.sesse.net/?p=movit;a=blobdiff_plain;f=effect.h;h=a7d426c723981bc11e10006fa9d44d6b3f5d8db5;hp=78845094196ccb92ea59df679f05c8f0179c7a59;hb=18fdebc534adc6b7a4c36b290b01d598bcb671bc;hpb=ac4fc36aa70ffefb6b9632dc0abea5cbbce5387b diff --git a/effect.h b/effect.h index 7884509..a7d426c 100644 --- a/effect.h +++ b/effect.h @@ -16,7 +16,7 @@ #include #include -#include "util.h" +#include "defs.h" class EffectChain; class Node; @@ -38,8 +38,8 @@ 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; @@ -196,6 +196,12 @@ public: // if you have several, they will be INPUT1(), INPUT2(), and so on. virtual unsigned num_inputs() const { return 1; } + // Inform the effect that it has been just added to the EffectChain. + // The primary use for this is to store the ResourcePool uesd by + // the chain; for modifications to it, rewrite_graph() below + // is probably a better fit. + virtual void inform_added(EffectChain *chain) {} + // Let the effect rewrite the effect chain as it sees fit. // Most effects won't need to do this, but this is very useful // if you have an effect that consists of multiple sub-effects @@ -257,31 +263,12 @@ 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(_MOVIT_EFFECT_H)