return read_file("blur_effect.frag");
}
-void SingleBlurPassEffect::set_uniforms(GLuint glsl_program_num, const std::string &prefix, unsigned *sampler_num)
+void SingleBlurPassEffect::set_gl_state(GLuint glsl_program_num, const std::string &prefix, unsigned *sampler_num)
{
- Effect::set_uniforms(glsl_program_num, prefix, sampler_num);
+ Effect::set_gl_state(glsl_program_num, prefix, sampler_num);
int base_texture_size, texture_size;
if (direction == HORIZONTAL) {
set_uniform_vec4_array(glsl_program_num, prefix, "samples", samples, NUM_TAPS + 1);
#endif
}
+
+void SingleBlurPassEffect::clear_gl_state()
+{
+ glActiveTexture(GL_TEXTURE0);
+ check_error();
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_BASE_LEVEL, 0);
+ check_error();
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, 1000);
+ check_error();
+}
virtual std::string output_fragment_shader() {
assert(false);
}
- virtual void set_uniforms(GLuint glsl_program_num, const std::string &prefix, unsigned *sampler_num) {
+ virtual void set_gl_state(GLuint glsl_program_num, const std::string &prefix, unsigned *sampler_num) {
assert(false);
}
virtual bool needs_texture_bounce() const { return true; }
virtual bool needs_mipmaps() const { return true; }
- void set_uniforms(GLuint glsl_program_num, const std::string &prefix, unsigned *sampler_num);
+ void set_gl_state(GLuint glsl_program_num, const std::string &prefix, unsigned *sampler_num);
+ void clear_gl_state();
enum Direction { HORIZONTAL = 0, VERTICAL = 1 };
return output;
}
-void Effect::set_uniforms(GLuint glsl_program_num, const std::string& prefix, unsigned *sampler_num)
+void Effect::set_gl_state(GLuint glsl_program_num, const std::string& prefix, unsigned *sampler_num)
{
for (std::map<std::string, float*>::const_iterator it = params_float.begin();
it != params_float.end();
++*sampler_num;
}
}
+
+void Effect::clear_gl_state() {}
// Returns the GLSL fragment shader string for this effect.
virtual std::string output_fragment_shader() = 0;
- // Set all uniforms the shader needs in the current GL context.
- // The default implementation sets one uniform per registered parameter.
+ // Set all OpenGL state that this effect needs before rendering.
+ // The default implementation sets one uniform per registered parameter,
+ // but no other state.
//
// <sampler_num> is the first free texture sampler. If you want to use
// textures, you can bind a texture to GL_TEXTURE0 + <sampler_num>,
// and then increment the number (so that the next effect in the chain
// will use a different sampler).
- //
- // NOTE: Currently this is also abused a bit to set other GL state
- // the effect might need.
- virtual void set_uniforms(GLuint glsl_program_num, const std::string& prefix, unsigned *sampler_num);
+ virtual void set_gl_state(GLuint glsl_program_num, const std::string& prefix, unsigned *sampler_num);
+
+ // If you set any special OpenGL state in set_gl_state(), you can clear it
+ // after rendering here. The default implementation does nothing.
+ virtual void clear_gl_state();
// Set a parameter; intended to be called from user code.
// Neither of these take ownership of the pointer.
unsigned sampler_num = phases[phase].inputs.size();
for (unsigned i = 0; i < phases[phase].effects.size(); ++i) {
Effect *effect = phases[phase].effects[i];
- effect->set_uniforms(phases[phase].glsl_program_num, effect_ids[effect], &sampler_num);
+ effect->set_gl_state(phases[phase].glsl_program_num, effect_ids[effect], &sampler_num);
}
// Now draw!
glEnd();
check_error();
- // HACK
- glActiveTexture(GL_TEXTURE0);
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_BASE_LEVEL, 0);
- check_error();
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, 1000);
- check_error();
+ for (unsigned i = 0; i < phases[phase].effects.size(); ++i) {
+ Effect *effect = phases[phase].effects[i];
+ effect->clear_gl_state();
+ }
}
}
return read_file("lift_gamma_gain_effect.frag");
}
-void LiftGammaGainEffect::set_uniforms(GLuint glsl_program_num, const std::string &prefix, unsigned *sampler_num)
+void LiftGammaGainEffect::set_gl_state(GLuint glsl_program_num, const std::string &prefix, unsigned *sampler_num)
{
- Effect::set_uniforms(glsl_program_num, prefix, sampler_num);
+ Effect::set_gl_state(glsl_program_num, prefix, sampler_num);
RGBTriplet gain_pow_inv_gamma(
pow(gain.r, 1.0f / gamma.r),
LiftGammaGainEffect();
std::string output_fragment_shader();
- void set_uniforms(GLuint glsl_program_num, const std::string &prefix, unsigned *sampler_num);
+ void set_gl_state(GLuint glsl_program_num, const std::string &prefix, unsigned *sampler_num);
private:
RGBTriplet lift, gamma, gain;
return read_file("sandbox_effect.frag");
}
-void SandboxEffect::set_uniforms(GLuint glsl_program_num, const std::string &prefix, unsigned *sampler_num)
+void SandboxEffect::set_gl_state(GLuint glsl_program_num, const std::string &prefix, unsigned *sampler_num)
{
- Effect::set_uniforms(glsl_program_num, prefix, sampler_num);
+ Effect::set_gl_state(glsl_program_num, prefix, sampler_num);
// Any OpenGL state you might want to set, goes here.
}
SandboxEffect();
std::string output_fragment_shader();
- void set_uniforms(GLuint glsl_program_num, const std::string &prefix, unsigned *sampler_num);
+ void set_gl_state(GLuint glsl_program_num, const std::string &prefix, unsigned *sampler_num);
private:
float parm;
return read_file("vignette_effect.frag");
}
-void VignetteEffect::set_uniforms(GLuint glsl_program_num, const std::string &prefix, unsigned *sampler_num)
+void VignetteEffect::set_gl_state(GLuint glsl_program_num, const std::string &prefix, unsigned *sampler_num)
{
- Effect::set_uniforms(glsl_program_num, prefix, sampler_num);
+ Effect::set_gl_state(glsl_program_num, prefix, sampler_num);
set_uniform_float(glsl_program_num, prefix, "inv_radius", 1.0f / radius);
virtual bool needs_srgb_primaries() const { return false; }
- void set_uniforms(GLuint glsl_program_num, const std::string &prefix, unsigned *sampler_num);
+ void set_gl_state(GLuint glsl_program_num, const std::string &prefix, unsigned *sampler_num);
private:
Point2D center;