X-Git-Url: https://git.sesse.net/?a=blobdiff_plain;f=effect.h;h=fbe39d7274a421fd9f906ae809fdace3df7a8bc2;hb=b564238fa1293c01c77bcabe7b2de267f146ab24;hp=78845094196ccb92ea59df679f05c8f0179c7a59;hpb=ac4fc36aa70ffefb6b9632dc0abea5cbbce5387b;p=movit diff --git a/effect.h b/effect.h index 7884509..fbe39d7 100644 --- a/effect.h +++ b/effect.h @@ -10,13 +10,15 @@ // effect instance; use the macro PREFIX() around your identifiers to // automatically prepend that prefix. -#include +#include #include #include #include #include -#include "util.h" +#include "defs.h" + +namespace movit { class EffectChain; class Node; @@ -38,8 +40,8 @@ struct RGBTriplet { }; // Can alias on a float[4]. -struct RGBATriplet { - RGBATriplet(float r, float g, float b, float a) +struct RGBATuple { + RGBATuple(float r, float g, float b, float a) : r(r), g(g), b(b), a(a) {} float r, g, b, a; @@ -159,12 +161,47 @@ public: // needs mipmaps, you will also get them). virtual bool needs_mipmaps() const { return false; } + // Whether there is a direct correspondence between input and output + // texels. Specifically, the effect must not: + // + // 1. Try to sample in the border (ie., outside the 0.0 to 1.0 area). + // 2. Try to sample between texels. + // 3. Sample with an x- or y-derivative different from -1 or 1. + // (This also means needs_mipmaps() and one_to_one_sampling() + // together would make no sense.) + // + // The most common case for this would be an effect that has an exact + // 1:1-correspondence between input and output texels, e.g. SaturationEffect. + // However, more creative things, like mirroring/flipping or padding, + // would also be allowed. + // + // The primary gain from setting this is that you can sample directly + // from an effect that changes output size (see changes_output_size() below), + // without going through a bounce texture. It won't work for effects that + // set sets_virtual_output_size(), though. + // + // Does not make a lot of sense together with needs_texture_bounce(). + virtual bool one_to_one_sampling() const { return false; } + // Whether this effect wants to output to a different size than - // 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()). + // its input(s) (see inform_input_size(), below). See also + // sets_virtual_output_size() below. virtual bool changes_output_size() const { return false; } + // Whether your get_output_size() function (see below) intends to ever set + // virtual_width different from width, or similar for height. + // It does not make sense to set this to true if changes_output_size() is false. + virtual bool sets_virtual_output_size() const { return changes_output_size(); } + + // 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. Also, you can set a // virtual width/height, which is the size the next effect (if any) @@ -196,6 +233,12 @@ public: // 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 @@ -257,31 +300,14 @@ protected: 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 , 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 params_int; std::map params_float; std::map params_vec2; std::map params_vec3; std::map params_vec4; - std::map params_tex_1d; }; +} // namespace movit + #endif // !defined(_MOVIT_EFFECT_H)