-#ifndef _EFFECT_H
-#define _EFFECT_H 1
+#ifndef _MOVIT_EFFECT_H
+#define _MOVIT_EFFECT_H 1
// Effect is the base class for every effect. It basically represents a single
// GLSL function, with an optional set of user-settable parameters.
// effect instance; use the macro PREFIX() around your identifiers to
// automatically prepend that prefix.
+#include <epoxy/gl.h>
+#include <assert.h>
+#include <stddef.h>
#include <map>
#include <string>
-#include <vector>
-#include <GL/gl.h>
+#include "defs.h"
+
+namespace movit {
class EffectChain;
+class Node;
// Can alias on a float[2].
struct Point2D {
float r, g, b;
};
-// 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_array(GLuint glsl_program_num, const std::string &prefix, const std::string &key, const float *values, size_t num_values);
+// Can alias on a float[4].
+struct RGBATuple {
+ RGBATuple(float r, float g, float b, float a)
+ : r(r), g(g), b(b), a(a) {}
+
+ float r, g, b, a;
+};
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
// 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_PREMULTIPLIED_ALPHA or
+ // INPUT_PREMULTIPLIED_ALPHA_KEEP_BLANK, 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 postmultiplied alpha. Only appropriate for inputs.
+ OUTPUT_POSTMULTIPLIED_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_PREMULTIPLIED_ALPHA,
+
+ // Like INPUT_AND_OUTPUT_PREMULTIPLIED_ALPHA, but also guarantees
+ // that if you get blank alpha in, you also keep blank alpha out.
+ // This is a somewhat weaker guarantee than DONT_CARE_ALPHA_TYPE,
+ // but is still useful in many situations, and appropriate when
+ // e.g. you don't touch alpha at all.
+ //
+ // Does not make sense for inputs.
+ INPUT_PREMULTIPLIED_ALPHA_KEEP_BLANK,
+
+ // Keeps the type of alpha (premultiplied, postmultiplied, blank)
+ // unchanged from input to output. Usually appropriate if you
+ // process all color channels in a linear fashion, do not change
+ // alpha, and do not produce any new pixels thare have alpha != 1.0.
+ //
+ // Does not make sense for inputs.
+ DONT_CARE_ALPHA_TYPE,
+ };
+ virtual AlphaHandling alpha_handling() const { return INPUT_AND_OUTPUT_PREMULTIPLIED_ALPHA; }
+
// 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
// 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
// needs mipmaps, you will also get them).
virtual bool needs_mipmaps() const { return false; }
+ // 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; }
+
+ // Whether this effect is effectively sampling from a a single texture.
+ // If so, it will override needs_texture_bounce(); however, there are also
+ // two demands it needs to fulfill:
+ //
+ // 1. It needs to be an Input, ie. num_inputs() == 0.
+ // 2. It needs to allocate exactly one sampler in set_gl_state(),
+ // and allow dependent effects to change that sampler state.
+ virtual bool is_single_texture() const { return false; }
+
+ // If changes_output_size() is true, you must implement this to tell
+ // the framework what output size you want. Also, you can set a
+ // virtual width/height, which is the size the next effect (if any)
+ // will _think_ your data is in. This is primarily useful if you are
+ // relying on getting OpenGL's bilinear resizing for free; otherwise,
+ // your virtual_width/virtual_height should be the same as width/height.
+ //
+ // 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,
+ unsigned *virtual_width, unsigned *virtual_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; }
- // 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, const std::vector<Effect *> &inputs);
+ // Inform the effect that it has been just added to the EffectChain.
+ // The primary use for this is to store the ResourcePool uesd by
+ // the chain; for modifications to it, rewrite_graph() below
+ // is probably a better fit.
+ virtual void inform_added(EffectChain *chain) {}
+
+ // 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.
// 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,
// 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
- // in GLSL).
- //
- // Note that if you change the contents of <values>, you will need to
- // call invalidate_1d_texture() to have the picture re-uploaded on the
- // next frame. This is in contrast to all the other parameters, which are
- // set anew every frame.
- void register_1d_texture(const std::string &key, float *values, size_t size);
- void invalidate_1d_texture(const std::string &key);
-
private:
- struct Texture1D {
- float *values;
- size_t size;
- bool needs_update;
- GLuint texture_num;
- };
-
std::map<std::string, int *> params_int;
std::map<std::string, float *> params_float;
std::map<std::string, float *> params_vec2;
std::map<std::string, float *> params_vec3;
- std::map<std::string, Texture1D> params_tex_1d;
+ std::map<std::string, float *> params_vec4;
};
-#endif // !defined(_EFFECT_H)
+} // namespace movit
+
+#endif // !defined(_MOVIT_EFFECT_H)