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.
23 // Can alias on a float[2].
25 Point2D(float x, float y)
31 // Can alias on a float[3].
33 RGBTriplet(float r, float g, float b)
39 // Convenience functions that deal with prepending the prefix.
40 GLint get_uniform_location(GLuint glsl_program_num, const std::string &prefix, const std::string &key);
41 void set_uniform_int(GLuint glsl_program_num, const std::string &prefix, const std::string &key, int value);
42 void set_uniform_float(GLuint glsl_program_num, const std::string &prefix, const std::string &key, float value);
43 void set_uniform_float_array(GLuint glsl_program_num, const std::string &prefix, const std::string &key, const float *values, size_t num_values);
44 void set_uniform_vec2(GLuint glsl_program_num, const std::string &prefix, const std::string &key, const float *values);
45 void set_uniform_vec3(GLuint glsl_program_num, const std::string &prefix, const std::string &key, const float *values);
46 void set_uniform_vec4_array(GLuint glsl_program_num, const std::string &prefix, const std::string &key, const float *values, size_t num_values);
50 // An identifier for this type of effect, mostly used for debug output
51 // (but some special names, like "ColorSpaceConversionEffect", holds special
52 // meaning). Same as the class name is fine.
53 virtual std::string effect_type_id() const = 0;
55 // Whether this effects expects its input (and output) to be in
56 // linear gamma, ie. without an applied gamma curve. Most effects
57 // will want this, although the ones that never actually look at
58 // the pixels, e.g. mirror, won't need to care, and can set this
59 // to false. If so, the input gamma will be undefined.
61 // Also see the note on needs_texture_bounce(), below.
62 virtual bool needs_linear_light() const { return true; }
64 // Whether this effect expects its input to be in the sRGB
65 // color space, ie. use the sRGB/Rec. 709 RGB primaries.
66 // (If not, it would typically come in as some slightly different
67 // set of RGB primaries; you would currently not get YCbCr
68 // or something similar).
70 // Again, most effects will want this, but you can set it to false
71 // if you process each channel independently, equally _and_
72 // in a linear fashion.
73 virtual bool needs_srgb_primaries() const { return true; }
75 // Whether this effect expects its input to come directly from
76 // a texture. If this is true, the framework will not chain the
77 // input from other effects, but will store the results of the
78 // chain to a temporary (RGBA fp16) texture and let this effect
79 // sample directly from that.
81 // There are two good reasons why you might want to set this:
83 // 1. You are sampling more than once from the input,
84 // in which case computing all the previous steps might
85 // be more expensive than going to a memory intermediate.
86 // 2. You rely on previous effects, possibly including gamma
87 // expansion, to happen pre-filtering instead of post-filtering.
88 // (This is only relevant if you actually need the filtering; if
89 // you sample on whole input pixels only, it makes no difference.)
91 // Note that in some cases, you might get post-filtered gamma expansion
92 // even when setting this option. More specifically, if you are the
93 // first effect in the chain, and the GPU is doing sRGB gamma
94 // expansion, it is undefined (from OpenGL's side) whether expansion
95 // happens pre- or post-filtering. For most uses, however,
96 // either will be fine.
97 virtual bool needs_texture_bounce() const { return false; }
99 // Whether this effect expects mipmaps or not. If you set this to
100 // true, you will be sampling with bilinear filtering; if not,
101 // you could be sampling with simple linear filtering and no mipmaps
102 // (although there is no guarantee; if a different effect in the chain
103 // needs mipmaps, you will also get them).
104 virtual bool needs_mipmaps() const { return false; }
106 // Whether this effect wants to output to a different size than
107 // its input(s). If you set this to true, the output will be
108 // bounced to a texture (similarly to if the next effect set
109 // needs_texture_bounce()).
110 virtual bool changes_output_size() const { return false; }
112 // If changes_output_size() is true, you must implement this to tell
113 // the framework what output size you want.
115 // Note that it is explicitly allowed to change width and height
116 // from frame to frame; EffectChain will reallocate textures as needed.
117 virtual void get_output_size(unsigned *width, unsigned *height) const {
121 // How many inputs this effect will take (a fixed number).
122 // If you have only one input, it will be called INPUT() in GLSL;
123 // if you have several, they will be INPUT1(), INPUT2(), and so on.
124 virtual unsigned num_inputs() const { return 1; }
126 // Requests that this effect adds itself to the given effect chain.
127 // For most effects, the default will be fine, but for effects that
128 // consist of multiple passes, it is often useful to replace this
129 // with something that adds completely different things to the chain.
130 virtual void add_self_to_effect_chain(EffectChain *graph, const std::vector<Effect *> &inputs);
132 // Outputs one GLSL uniform declaration for each registered parameter
133 // (see below), with the right prefix prepended to each uniform name.
134 // If you do not want this behavior, you can override this function.
135 virtual std::string output_convenience_uniforms() const;
137 // Returns the GLSL fragment shader string for this effect.
138 virtual std::string output_fragment_shader() = 0;
140 // Set all OpenGL state that this effect needs before rendering.
141 // The default implementation sets one uniform per registered parameter,
142 // but no other state.
144 // <sampler_num> is the first free texture sampler. If you want to use
145 // textures, you can bind a texture to GL_TEXTURE0 + <sampler_num>,
146 // and then increment the number (so that the next effect in the chain
147 // will use a different sampler).
148 virtual void set_gl_state(GLuint glsl_program_num, const std::string& prefix, unsigned *sampler_num);
150 // If you set any special OpenGL state in set_gl_state(), you can clear it
151 // after rendering here. The default implementation does nothing.
152 virtual void clear_gl_state();
154 // Set a parameter; intended to be called from user code.
155 // Neither of these take ownership of the pointer.
156 virtual bool set_int(const std::string&, int value);
157 virtual bool set_float(const std::string &key, float value);
158 virtual bool set_vec2(const std::string &key, const float *values);
159 virtual bool set_vec3(const std::string &key, const float *values);
162 // Register a parameter. Whenever set_*() is called with the same key,
163 // it will update the value in the given pointer (typically a pointer
164 // to some private member variable in your effect).
166 // Neither of these take ownership of the pointer.
168 // int is special since GLSL pre-1.30 doesn't have integer uniforms.
169 // Thus, ints that you register will _not_ be converted to GLSL uniforms.
170 void register_int(const std::string &key, int *value);
172 // These correspond directly to float/vec2/vec3 in GLSL.
173 void register_float(const std::string &key, float *value);
174 void register_vec2(const std::string &key, float *values);
175 void register_vec3(const std::string &key, float *values);
177 // This will register a 1D texture, which will be bound to a sampler
178 // when your GLSL code runs (so it corresponds 1:1 to a sampler2D uniform
181 // Note that if you change the contents of <values>, you will need to
182 // call invalidate_1d_texture() to have the picture re-uploaded on the
183 // next frame. This is in contrast to all the other parameters, which are
184 // set anew every frame.
185 void register_1d_texture(const std::string &key, float *values, size_t size);
186 void invalidate_1d_texture(const std::string &key);
196 std::map<std::string, int *> params_int;
197 std::map<std::string, float *> params_float;
198 std::map<std::string, float *> params_vec2;
199 std::map<std::string, float *> params_vec3;
200 std::map<std::string, Texture1D> params_tex_1d;
203 #endif // !defined(_EFFECT_H)