X-Git-Url: https://git.sesse.net/?a=blobdiff_plain;f=effect.h;h=db0fa94d43397804194021c910419363e826d14e;hb=fb92a4e217a92ecf83b7812cc6933f6f3048b752;hp=cbf6f3a675e526066471a8548511c530afbda8a5;hpb=244f6de78a09ab723682ca86b3e00d6a6359f7af;p=movit diff --git a/effect.h b/effect.h index cbf6f3a..db0fa94 100644 --- a/effect.h +++ b/effect.h @@ -16,6 +16,8 @@ #include +#include + #include "opengl.h" #include "util.h" @@ -42,16 +44,17 @@ struct RGBTriplet { 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); +void set_uniform_mat3(GLuint glsl_program_num, const std::string &prefix, const std::string &key, const Eigen::Matrix3d &matrix); class Effect { public: + virtual ~Effect() {} + // An identifier for this type of effect, mostly used for debug output - // (but some special names, like "ColorSpaceConversionEffect", holds special + // (but some special names, like "ColorspaceConversionEffect", holds special // meaning). Same as the class name is fine. virtual std::string effect_type_id() const = 0; @@ -107,9 +110,9 @@ public: 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()). + // 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; } // If changes_output_size() is true, you must implement this to tell @@ -121,6 +124,18 @@ public: 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.