X-Git-Url: https://git.sesse.net/?p=movit;a=blobdiff_plain;f=effect.h;h=d7db29907dbdb4d070efdbfd00a80e5c04c1d85b;hp=cbf6f3a675e526066471a8548511c530afbda8a5;hb=05a44e111cc95befc4831006e8c43235c001a945;hpb=244f6de78a09ab723682ca86b3e00d6a6359f7af diff --git a/effect.h b/effect.h index cbf6f3a..d7db299 100644 --- a/effect.h +++ b/effect.h @@ -16,7 +16,9 @@ #include -#include "opengl.h" +#include + +#include #include "util.h" class EffectChain; @@ -38,20 +40,30 @@ struct RGBTriplet { float r, g, b; }; +// Can alias on a float[4]. +struct RGBATriplet { + RGBATriplet(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_float_array(GLuint glsl_program_num, const std::string &prefix, const std::string &key, const float *values, size_t num_values); 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 Matrix3x3 matrix); +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() {} + // An identifier for this type of effect, mostly used for debug output - // (but some special names, like "ColorSpaceConversionEffect", holds special + // (but some special names, like "ColorspaceConversionEffect", holds special // meaning). Same as the class name is fine. virtual std::string effect_type_id() const = 0; @@ -75,6 +87,49 @@ public: // in a linear fashion. virtual bool needs_srgb_primaries() const { return true; } + // How this effect handles alpha, ie. what it outputs in its + // alpha channel. The choices are basically blank (alpha is always 1.0), + // premultiplied and postmultiplied. + // + // Premultiplied alpha is when the alpha value has been be multiplied + // into the three color components, so e.g. 100% red at 50% alpha + // would be (0.5, 0.0, 0.0, 0.5) instead of (1.0, 0.0, 0.0, 0.5) + // as it is stored in most image formats (postmultiplied alpha). + // The multiplication is taken to have happened in linear light. + // 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 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 + // (pre- or postmultiplied) for all inputs, although most likely, + // you will want to combine them in a premultiplied fashion anyway + // in that case. + enum AlphaHandling { + // Always outputs blank alpha (ie. alpha=1.0). Only appropriate + // for inputs that do not output an alpha channel. + // Blank alpha is special in that it can be treated as both + // pre- and postmultiplied. + OUTPUT_BLANK_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, + + // Always outputs postmultiplied alpha. Only appropriate for inputs. + OUTPUT_ALPHA_POSTMULTIPLIED, + + // 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. + // + // Does not make sense for inputs. + DONT_CARE_ALPHA_TYPE, + }; + virtual AlphaHandling alpha_handling() const { return INPUT_AND_OUTPUT_ALPHA_PREMULTIPLIED; } + // Whether this effect expects its input to come directly from // a texture. If this is true, the framework will not chain the // input from other effects, but will store the results of the @@ -107,9 +162,9 @@ public: virtual bool needs_mipmaps() const { return false; } // Whether this effect wants to output to a different size than - // its input(s). If you set this to true, the output will be - // bounced to a texture (similarly to if the next effect set - // needs_texture_bounce()). + // 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 @@ -121,6 +176,18 @@ public: 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. @@ -164,10 +231,11 @@ public: // Set a parameter; intended to be called from user code. // Neither of these take ownership of the pointer. - virtual bool set_int(const std::string&, int value); - virtual bool set_float(const std::string &key, float value); - virtual bool set_vec2(const std::string &key, const float *values); - virtual bool set_vec3(const std::string &key, const float *values); + virtual bool set_int(const std::string&, int value) MUST_CHECK_RESULT; + virtual bool set_float(const std::string &key, float value) MUST_CHECK_RESULT; + virtual bool set_vec2(const std::string &key, const float *values) MUST_CHECK_RESULT; + virtual bool set_vec3(const std::string &key, const float *values) MUST_CHECK_RESULT; + virtual bool set_vec4(const std::string &key, const float *values) MUST_CHECK_RESULT; protected: // Register a parameter. Whenever set_*() is called with the same key, @@ -180,10 +248,11 @@ protected: // Thus, ints that you register will _not_ be converted to GLSL uniforms. void register_int(const std::string &key, int *value); - // These correspond directly to float/vec2/vec3 in GLSL. + // These correspond directly to float/vec2/vec3/vec4 in GLSL. void register_float(const std::string &key, float *value); void register_vec2(const std::string &key, float *values); 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 @@ -208,6 +277,7 @@ private: std::map params_float; std::map params_vec2; std::map params_vec3; + std::map params_vec4; std::map params_tex_1d; };