#include <string>
#include <vector>
-#include <GL/gl.h>
+#include <assert.h>
+
+#include "opengl.h"
+#include "util.h"
class EffectChain;
+class Node;
// Can alias on a float[2].
struct Point2D {
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);
class Effect {
-public:
+public:
+ // 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
// 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). 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; }
+
+ // If changes_output_size() is true, you must implement this to tell
+ // the framework what output size you want.
+ //
+ // 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 {
+ assert(false);
+ }
+
// 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);
+ // 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.