X-Git-Url: https://git.sesse.net/?p=movit;a=blobdiff_plain;f=effect.h;h=d0ed95b7665b4e36b864bee4ace5508e8f58d68f;hp=4191d4ddfb6714ec284719acae8c0e4b0f89b4bf;hb=0490917aca6b8e6057c04c8becc820a8e849a801;hpb=f23c7768e6c13d6a719aaea89074d86b74148aeb diff --git a/effect.h b/effect.h index 4191d4d..d0ed95b 100644 --- a/effect.h +++ b/effect.h @@ -14,7 +14,13 @@ #include #include -#include +#include + +#include "opengl.h" +#include "util.h" + +class EffectChain; +class Node; // Can alias on a float[2]. struct Point2D { @@ -40,9 +46,17 @@ void set_uniform_float_array(GLuint glsl_program_num, const std::string &prefix, 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); class Effect { -public: +public: + virtual ~Effect() {} + + // An identifier for this type of effect, mostly used for debug output + // (but some special names, like "ColorSpaceConversionEffect", holds special + // meaning). Same as the class name is fine. + virtual std::string effect_type_id() const = 0; + // Whether this effects expects its input (and output) to be in // linear gamma, ie. without an applied gamma curve. Most effects // will want this, although the ones that never actually look at @@ -58,7 +72,9 @@ public: // set of RGB primaries; you would currently not get YCbCr // or something similar). // - // Again, most effects will want this. + // Again, most effects will want this, but you can set it to false + // if you process each channel independently, equally _and_ + // in a linear fashion. virtual bool needs_srgb_primaries() const { return true; } // Whether this effect expects its input to come directly from @@ -75,7 +91,7 @@ public: // 2. You rely on previous effects, possibly including gamma // expansion, to happen pre-filtering instead of post-filtering. // (This is only relevant if you actually need the filtering; if - // you sample on whole input pixels only, it makes no difference.) + // you sample 1:1 between pixels and texels, it makes no difference.) // // Note that in some cases, you might get post-filtered gamma expansion // even when setting this option. More specifically, if you are the @@ -92,14 +108,52 @@ public: // needs mipmaps, you will also get them). virtual bool needs_mipmaps() const { return false; } - // Requests that this effect adds itself to the given effect chain. - // For most effects, the default will be fine, but for effects that - // consist of multiple passes, it is often useful to replace this - // with something that adds completely different things to the chain. - virtual void add_self_to_effect_chain(std::vector *chain) { - chain->push_back(this); + // Whether this effect wants to output to a different size than + // its input(s) (see inform_input_size(), below). If you set this to + // true, the output will be bounced to a texture (similarly to if the + // next effect set needs_texture_bounce()). + 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. + // + // 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 { + assert(false); } + // Tells the effect the resolution of each of its input. + // This will be called every frame, and always before get_output_size(), + // so you can change your output size based on the input if so desired. + // + // Note that in some cases, an input might not have a single well-defined + // resolution (for instance if you fade between two inputs with + // different resolutions). In this case, you will get width=0 and height=0 + // for that input. If you cannot handle that, you will need to set + // needs_texture_bounce() to true, which will force a render to a single + // given resolution before you get the input. + virtual void inform_input_size(unsigned input_num, unsigned width, unsigned height) {} + + // How many inputs this effect will take (a fixed number). + // If you have only one input, it will be called INPUT() in GLSL; + // if you have several, they will be INPUT1(), INPUT2(), and so on. + virtual unsigned num_inputs() const { return 1; } + + // 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 + // (for instance, two passes). The effect is given to its own + // pointer, and it can add new ones (by using add_node() + // and connect_node()) as it sees fit. This is called at + // EffectChain::finalize() time, when the entire graph is known, + // in the order that the effects were originally added. + // + // Note that if the effect wants to take itself entirely out + // of the chain, it must set “disabled” to true and then disconnect + // itself from all other effects. + virtual void rewrite_graph(EffectChain *graph, Node *self) {} + // Outputs one GLSL uniform declaration for each registered parameter // (see below), with the right prefix prepended to each uniform name. // If you do not want this behavior, you can override this function. @@ -108,17 +162,19 @@ public: // Returns the GLSL fragment shader string for this effect. virtual std::string output_fragment_shader() = 0; - // Set all uniforms the shader needs in the current GL context. - // The default implementation sets one uniform per registered parameter. + // Set all OpenGL state that this effect needs before rendering. + // The default implementation sets one uniform per registered parameter, + // but no other state. // // is the first free texture sampler. If you want to use // textures, you can bind a texture to GL_TEXTURE0 + , // and then increment the number (so that the next effect in the chain // will use a different sampler). - // - // NOTE: Currently this is also abused a bit to set other GL state - // the effect might need. - virtual void set_uniforms(GLuint glsl_program_num, const std::string& prefix, unsigned *sampler_num); + virtual void set_gl_state(GLuint glsl_program_num, const std::string& prefix, unsigned *sampler_num); + + // If you set any special OpenGL state in set_gl_state(), you can clear it + // after rendering here. The default implementation does nothing. + virtual void clear_gl_state(); // Set a parameter; intended to be called from user code. // Neither of these take ownership of the pointer.