+
+ finalized = true;
+}
+
+void EffectChain::render_to_screen(unsigned char *src)
+{
+ assert(finalized);
+
+ check_error();
+ glUseProgram(glsl_program_num);
+ check_error();
+
+ glActiveTexture(GL_TEXTURE0);
+ glBindTexture(GL_TEXTURE_2D, SOURCE_IMAGE);
+
+ // TODO: use sRGB textures if applicable
+ if (input_format.pixel_format == FORMAT_RGB) {
+ glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, width, height, 0, GL_RGB, GL_UNSIGNED_BYTE, src);
+ } else if (input_format.pixel_format == FORMAT_RGBA) {
+ glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, src);
+ } else {
+ assert(false);
+ }
+ check_error();
+ glUniform1i(glGetUniformLocation(glsl_program_num, "input_tex"), 0);
+
+ for (unsigned i = 0; i < effects.size(); ++i) {
+ char effect_id[256];
+ sprintf(effect_id, "eff%d", i);
+ effects[i]->set_uniforms(glsl_program_num, effect_id);
+ }
+
+ glDisable(GL_BLEND);
+ check_error();
+ glDisable(GL_DEPTH_TEST);
+ check_error();
+ glDepthMask(GL_FALSE);
+ check_error();
+
+ glMatrixMode(GL_PROJECTION);
+ glLoadIdentity();
+ glOrtho(0.0, 1.0, 0.0, 1.0, 0.0, 1.0);
+
+ glMatrixMode(GL_MODELVIEW);
+ glLoadIdentity();
+
+ glBegin(GL_QUADS);
+
+ glTexCoord2f(0.0f, 1.0f);
+ glVertex2f(0.0f, 0.0f);
+
+ glTexCoord2f(1.0f, 1.0f);
+ glVertex2f(1.0f, 0.0f);
+
+ glTexCoord2f(1.0f, 0.0f);
+ glVertex2f(1.0f, 1.0f);
+
+ glTexCoord2f(0.0f, 0.0f);
+ glVertex2f(0.0f, 1.0f);
+
+ glEnd();
+ check_error();