]> git.sesse.net Git - movit/blobdiff - effect_chain.cpp
Start actually piecing together the GLSL shaders from the effect chain.
[movit] / effect_chain.cpp
index 05adfd835a5b2189e3e5da319c12dd47ac5ff45a..32ee2cee4bf51e9656df649577673789cff6ac84 100644 (file)
@@ -1,12 +1,19 @@
+#define GL_GLEXT_PROTOTYPES 1
+
+#include <stdio.h>
 #include <assert.h>
 
+#include <GL/gl.h>
+#include <GL/glext.h>
+
+#include "util.h"
 #include "effect_chain.h"
 #include "gamma_expansion_effect.h"
 #include "lift_gamma_gain_effect.h"
 #include "colorspace_conversion_effect.h"
 
 EffectChain::EffectChain(unsigned width, unsigned height)
-       : width(width), height(height) {}
+       : width(width), height(height), finalized(false) {}
 
 void EffectChain::add_input(const ImageFormat &format)
 {
@@ -53,7 +60,40 @@ Effect *EffectChain::add_effect(EffectId effect_id)
                current_color_space = COLORSPACE_sRGB;
        }
 
+       // not handled yet
+       assert(!effect->needs_many_samples());
+       assert(!effect->needs_mipmaps());
+
        effects.push_back(effect);
        return effect;
 }
 
+void EffectChain::finalize()
+{
+       std::string frag_shader = read_file("header.glsl");
+
+       for (unsigned i = 0; i < effects.size(); ++i) {
+               char effect_id[256];
+               sprintf(effect_id, "eff%d", i);
+       
+               frag_shader += "\n";
+               frag_shader += std::string("#define PREFIX(x) ") + effect_id + "_ ## x\n";
+               frag_shader += std::string("#define FUNCNAME ") + effect_id + "\n";
+               frag_shader += effects[i]->output_glsl();
+               frag_shader += "#undef PREFIX\n";
+               frag_shader += "#undef FUNCNAME\n";
+               frag_shader += std::string("#define LAST_INPUT ") + effect_id + "\n";
+               frag_shader += "\n";
+       }
+       printf("%s\n", frag_shader.c_str());
+       
+       glsl_program_num = glCreateProgram();
+       GLhandleARB vs_obj = compile_shader(read_file("vs.glsl"), GL_VERTEX_SHADER);
+       GLhandleARB fs_obj = compile_shader(frag_shader, GL_FRAGMENT_SHADER);
+       glAttachObjectARB(glsl_program_num, vs_obj);
+       check_error();
+       glAttachObjectARB(glsl_program_num, fs_obj);
+       check_error();
+       glLinkProgram(glsl_program_num);
+       check_error();
+}