-#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 <GL/glew.h>
+#include <assert.h>
+#include <stddef.h>
#include <map>
#include <string>
-#include <vector>
-
-#include <assert.h>
-#include <Eigen/Core>
-
-#include <GL/glew.h>
-#include "util.h"
+#include "defs.h"
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_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 Eigen::Matrix3d &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:
// 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 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- 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_ALPHA_PREMULTIPLIED,
+ INPUT_AND_OUTPUT_PREMULTIPLIED_ALPHA,
- // Always outputs postmultiplied alpha. Only appropriate for inputs.
- OUTPUT_ALPHA_POSTMULTIPLIED,
+ // 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 unchanged from input to output.
- // Usually appropriate if you process all color channels
- // in a linear fashion, and do not change alpha.
+ // 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_ALPHA_PREMULTIPLIED; }
+ 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
virtual bool changes_output_size() 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);
}
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
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, float *> params_vec4;
std::map<std::string, Texture1D> params_tex_1d;
};
-#endif // !defined(_EFFECT_H)
+#endif // !defined(_MOVIT_EFFECT_H)