X-Git-Url: https://git.sesse.net/?p=movit;a=blobdiff_plain;f=effect.h;h=d14176b2b1f4dc5f74f56388766cdfb2d5d14362;hp=397d3643975545b94fca94aa5eed58aff8ee4c85;hb=0dc1dfe6444a700ebd2c9f006cba000b90c3a7b0;hpb=879854382e1f6db14812cd6bd5390ca01f4b1d5a diff --git a/effect.h b/effect.h index 397d364..d14176b 100644 --- a/effect.h +++ b/effect.h @@ -60,7 +60,9 @@ 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 @@ -94,11 +96,16 @@ public: // needs mipmaps, you will also get them). virtual bool needs_mipmaps() const { return false; } + // 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; } + // 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(EffectChain *graph, Effect *input); + virtual void add_self_to_effect_chain(EffectChain *graph, const std::vector &inputs); // Outputs one GLSL uniform declaration for each registered parameter // (see below), with the right prefix prepended to each uniform name. @@ -108,17 +115,19 @@ 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.