1 #ifndef _MOVIT_EFFECT_H
2 #define _MOVIT_EFFECT_H 1
4 // Effect is the base class for every effect. It basically represents a single
5 // GLSL function, with an optional set of user-settable parameters.
7 // A note on naming: Since all effects run in the same GLSL namespace,
8 // you can't use any name you want for global variables (e.g. uniforms).
9 // The framework assigns a prefix to you which will be unique for each
10 // effect instance; use the macro PREFIX() around your identifiers to
11 // automatically prepend that prefix.
24 // Can alias on a float[2].
26 Point2D(float x, float y)
32 // Can alias on a float[3].
34 RGBTriplet(float r, float g, float b)
40 // Can alias on a float[4].
42 RGBATuple(float r, float g, float b, float a)
43 : r(r), g(g), b(b), a(a) {}
52 // An identifier for this type of effect, mostly used for debug output
53 // (but some special names, like "ColorspaceConversionEffect", holds special
54 // meaning). Same as the class name is fine.
55 virtual std::string effect_type_id() const = 0;
57 // Whether this effects expects its input (and output) to be in
58 // linear gamma, ie. without an applied gamma curve. Most effects
59 // will want this, although the ones that never actually look at
60 // the pixels, e.g. mirror, won't need to care, and can set this
61 // to false. If so, the input gamma will be undefined.
63 // Also see the note on needs_texture_bounce(), below.
64 virtual bool needs_linear_light() const { return true; }
66 // Whether this effect expects its input to be in the sRGB
67 // color space, ie. use the sRGB/Rec. 709 RGB primaries.
68 // (If not, it would typically come in as some slightly different
69 // set of RGB primaries; you would currently not get YCbCr
70 // or something similar).
72 // Again, most effects will want this, but you can set it to false
73 // if you process each channel independently, equally _and_
74 // in a linear fashion.
75 virtual bool needs_srgb_primaries() const { return true; }
77 // How this effect handles alpha, ie. what it outputs in its
78 // alpha channel. The choices are basically blank (alpha is always 1.0),
79 // premultiplied and postmultiplied.
81 // Premultiplied alpha is when the alpha value has been be multiplied
82 // into the three color components, so e.g. 100% red at 50% alpha
83 // would be (0.5, 0.0, 0.0, 0.5) instead of (1.0, 0.0, 0.0, 0.5)
84 // as it is stored in most image formats (postmultiplied alpha).
85 // The multiplication is taken to have happened in linear light.
86 // This is the most natural format for processing, and the default in
87 // most of Movit (just like linear light is).
89 // If you set INPUT_AND_OUTPUT_PREMULTIPLIED_ALPHA or
90 // INPUT_PREMULTIPLIED_ALPHA_KEEP_BLANK, all of your inputs
91 // (if any) are guaranteed to also be in premultiplied alpha.
92 // Otherwise, you can get postmultiplied or premultiplied alpha;
93 // you won't know. If you have multiple inputs, you will get the same
94 // (pre- or postmultiplied) for all inputs, although most likely,
95 // you will want to combine them in a premultiplied fashion anyway
98 // Always outputs blank alpha (ie. alpha=1.0). Only appropriate
99 // for inputs that do not output an alpha channel.
100 // Blank alpha is special in that it can be treated as both
101 // pre- and postmultiplied.
104 // Always outputs postmultiplied alpha. Only appropriate for inputs.
105 OUTPUT_POSTMULTIPLIED_ALPHA,
107 // Always outputs premultiplied alpha. As noted above,
108 // you will then also get all inputs in premultiplied alpha.
109 // If you set this, you should also set needs_linear_light().
110 INPUT_AND_OUTPUT_PREMULTIPLIED_ALPHA,
112 // Like INPUT_AND_OUTPUT_PREMULTIPLIED_ALPHA, but also guarantees
113 // that if you get blank alpha in, you also keep blank alpha out.
114 // This is a somewhat weaker guarantee than DONT_CARE_ALPHA_TYPE,
115 // but is still useful in many situations, and appropriate when
116 // e.g. you don't touch alpha at all.
118 // Does not make sense for inputs.
119 INPUT_PREMULTIPLIED_ALPHA_KEEP_BLANK,
121 // Keeps the type of alpha (premultiplied, postmultiplied, blank)
122 // unchanged from input to output. Usually appropriate if you
123 // process all color channels in a linear fashion, do not change
124 // alpha, and do not produce any new pixels thare have alpha != 1.0.
126 // Does not make sense for inputs.
127 DONT_CARE_ALPHA_TYPE,
129 virtual AlphaHandling alpha_handling() const { return INPUT_AND_OUTPUT_PREMULTIPLIED_ALPHA; }
131 // Whether this effect expects its input to come directly from
132 // a texture. If this is true, the framework will not chain the
133 // input from other effects, but will store the results of the
134 // chain to a temporary (RGBA fp16) texture and let this effect
135 // sample directly from that.
137 // There are two good reasons why you might want to set this:
139 // 1. You are sampling more than once from the input,
140 // in which case computing all the previous steps might
141 // be more expensive than going to a memory intermediate.
142 // 2. You rely on previous effects, possibly including gamma
143 // expansion, to happen pre-filtering instead of post-filtering.
144 // (This is only relevant if you actually need the filtering; if
145 // you sample 1:1 between pixels and texels, it makes no difference.)
147 // Note that in some cases, you might get post-filtered gamma expansion
148 // even when setting this option. More specifically, if you are the
149 // first effect in the chain, and the GPU is doing sRGB gamma
150 // expansion, it is undefined (from OpenGL's side) whether expansion
151 // happens pre- or post-filtering. For most uses, however,
152 // either will be fine.
153 virtual bool needs_texture_bounce() const { return false; }
155 // Whether this effect expects mipmaps or not. If you set this to
156 // true, you will be sampling with bilinear filtering; if not,
157 // you could be sampling with simple linear filtering and no mipmaps
158 // (although there is no guarantee; if a different effect in the chain
159 // needs mipmaps, you will also get them).
160 virtual bool needs_mipmaps() const { return false; }
162 // Whether this effect wants to output to a different size than
163 // its input(s) (see inform_input_size(), below). If you set this to
164 // true, the output will be bounced to a texture (similarly to if the
165 // next effect set needs_texture_bounce()).
166 virtual bool changes_output_size() const { return false; }
168 // If changes_output_size() is true, you must implement this to tell
169 // the framework what output size you want. Also, you can set a
170 // virtual width/height, which is the size the next effect (if any)
171 // will _think_ your data is in. This is primarily useful if you are
172 // relying on getting OpenGL's bilinear resizing for free; otherwise,
173 // your virtual_width/virtual_height should be the same as width/height.
175 // Note that it is explicitly allowed to change width and height
176 // from frame to frame; EffectChain will reallocate textures as needed.
177 virtual void get_output_size(unsigned *width, unsigned *height,
178 unsigned *virtual_width, unsigned *virtual_height) const {
182 // Tells the effect the resolution of each of its input.
183 // This will be called every frame, and always before get_output_size(),
184 // so you can change your output size based on the input if so desired.
186 // Note that in some cases, an input might not have a single well-defined
187 // resolution (for instance if you fade between two inputs with
188 // different resolutions). In this case, you will get width=0 and height=0
189 // for that input. If you cannot handle that, you will need to set
190 // needs_texture_bounce() to true, which will force a render to a single
191 // given resolution before you get the input.
192 virtual void inform_input_size(unsigned input_num, unsigned width, unsigned height) {}
194 // How many inputs this effect will take (a fixed number).
195 // If you have only one input, it will be called INPUT() in GLSL;
196 // if you have several, they will be INPUT1(), INPUT2(), and so on.
197 virtual unsigned num_inputs() const { return 1; }
199 // Let the effect rewrite the effect chain as it sees fit.
200 // Most effects won't need to do this, but this is very useful
201 // if you have an effect that consists of multiple sub-effects
202 // (for instance, two passes). The effect is given to its own
203 // pointer, and it can add new ones (by using add_node()
204 // and connect_node()) as it sees fit. This is called at
205 // EffectChain::finalize() time, when the entire graph is known,
206 // in the order that the effects were originally added.
208 // Note that if the effect wants to take itself entirely out
209 // of the chain, it must set “disabled” to true and then disconnect
210 // itself from all other effects.
211 virtual void rewrite_graph(EffectChain *graph, Node *self) {}
213 // Outputs one GLSL uniform declaration for each registered parameter
214 // (see below), with the right prefix prepended to each uniform name.
215 // If you do not want this behavior, you can override this function.
216 virtual std::string output_convenience_uniforms() const;
218 // Returns the GLSL fragment shader string for this effect.
219 virtual std::string output_fragment_shader() = 0;
221 // Set all OpenGL state that this effect needs before rendering.
222 // The default implementation sets one uniform per registered parameter,
223 // but no other state.
225 // <sampler_num> is the first free texture sampler. If you want to use
226 // textures, you can bind a texture to GL_TEXTURE0 + <sampler_num>,
227 // and then increment the number (so that the next effect in the chain
228 // will use a different sampler).
229 virtual void set_gl_state(GLuint glsl_program_num, const std::string& prefix, unsigned *sampler_num);
231 // If you set any special OpenGL state in set_gl_state(), you can clear it
232 // after rendering here. The default implementation does nothing.
233 virtual void clear_gl_state();
235 // Set a parameter; intended to be called from user code.
236 // Neither of these take ownership of the pointer.
237 virtual bool set_int(const std::string&, int value) MUST_CHECK_RESULT;
238 virtual bool set_float(const std::string &key, float value) MUST_CHECK_RESULT;
239 virtual bool set_vec2(const std::string &key, const float *values) MUST_CHECK_RESULT;
240 virtual bool set_vec3(const std::string &key, const float *values) MUST_CHECK_RESULT;
241 virtual bool set_vec4(const std::string &key, const float *values) MUST_CHECK_RESULT;
244 // Register a parameter. Whenever set_*() is called with the same key,
245 // it will update the value in the given pointer (typically a pointer
246 // to some private member variable in your effect).
248 // Neither of these take ownership of the pointer.
250 // int is special since GLSL pre-1.30 doesn't have integer uniforms.
251 // Thus, ints that you register will _not_ be converted to GLSL uniforms.
252 void register_int(const std::string &key, int *value);
254 // These correspond directly to float/vec2/vec3/vec4 in GLSL.
255 void register_float(const std::string &key, float *value);
256 void register_vec2(const std::string &key, float *values);
257 void register_vec3(const std::string &key, float *values);
258 void register_vec4(const std::string &key, float *values);
260 // This will register a 1D texture, which will be bound to a sampler
261 // when your GLSL code runs (so it corresponds 1:1 to a sampler2D uniform
264 // Note that if you change the contents of <values>, you will need to
265 // call invalidate_1d_texture() to have the picture re-uploaded on the
266 // next frame. This is in contrast to all the other parameters, which are
267 // set anew every frame.
268 void register_1d_texture(const std::string &key, float *values, size_t size);
269 void invalidate_1d_texture(const std::string &key);
279 std::map<std::string, int *> params_int;
280 std::map<std::string, float *> params_float;
281 std::map<std::string, float *> params_vec2;
282 std::map<std::string, float *> params_vec3;
283 std::map<std::string, float *> params_vec4;
284 std::map<std::string, Texture1D> params_tex_1d;
287 #endif // !defined(_MOVIT_EFFECT_H)