#include <string>
#include <vector>
+#include <assert.h>
+
#include "opengl.h"
class EffectChain;
void set_uniform_vec4_array(GLuint glsl_program_num, const std::string &prefix, const std::string &key, const float *values, size_t num_values);
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
// 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.