-#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 <assert.h>
+#include "defs.h"
-#include "opengl.h"
-#include "util.h"
+namespace movit {
class EffectChain;
class Node;
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);
-void set_uniform_mat3(GLuint glsl_program_num, const std::string &prefix, const std::string &key, const Matrix3x3 matrix);
+// 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:
// 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
// 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.
+ // 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) const {
+ virtual void get_output_size(unsigned *width, unsigned *height,
+ unsigned *virtual_width, unsigned *virtual_height) const {
assert(false);
}
// if you have several, they will be INPUT1(), INPUT2(), and so on.
virtual unsigned num_inputs() const { return 1; }
+ // 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
// 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)