]> git.sesse.net Git - movit/blobdiff - effect_chain.cpp
Comment the Effect class.
[movit] / effect_chain.cpp
index b83e81e78a9146339f1a8293f2cc6d5c08eb93cb..6f53008c72eb43c0df26079d1ba8c1f95d9d57b0 100644 (file)
@@ -64,7 +64,7 @@ void EffectChain::normalize_to_linear_gamma()
        } else {
                GammaExpansionEffect *gamma_conversion = new GammaExpansionEffect();
                gamma_conversion->set_int("source_curve", current_gamma_curve);
-               effects.push_back(gamma_conversion);
+               gamma_conversion->add_self_to_effect_chain(&effects);
        }
        current_gamma_curve = GAMMA_LINEAR;
 }
@@ -75,7 +75,7 @@ void EffectChain::normalize_to_srgb()
        ColorSpaceConversionEffect *colorspace_conversion = new ColorSpaceConversionEffect();
        colorspace_conversion->set_int("source_space", current_color_space);
        colorspace_conversion->set_int("destination_space", COLORSPACE_sRGB);
-       effects.push_back(colorspace_conversion);
+       colorspace_conversion->add_self_to_effect_chain(&effects);
        current_color_space = COLORSPACE_sRGB;
 }
 
@@ -91,7 +91,7 @@ Effect *EffectChain::add_effect(EffectId effect_id)
                normalize_to_srgb();
        }
 
-       effects.push_back(effect);
+       effect->add_self_to_effect_chain(&effects);
        return effect;
 }
 
@@ -221,9 +221,14 @@ void EffectChain::finalize()
                glGenTextures(num_textures, temp_textures);
 
                unsigned char *empty = new unsigned char[width * height * 4];
+               memset(empty, 0, width * height * 4);
                for (unsigned i = 0; i < num_textures; ++i) {
                        glBindTexture(GL_TEXTURE_2D, temp_textures[i]);
                        check_error();
+                       glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
+                       check_error();
+                       glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
+                       check_error();
                        glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA16F_ARB, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, empty);
                        check_error();
                }
@@ -262,6 +267,7 @@ void EffectChain::finalize()
        void *mapped_pbo = glMapBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, GL_WRITE_ONLY);
        memset(mapped_pbo, 0, width * height * bytes_per_pixel);
        glUnmapBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB);
+       check_error();
        
        glGenTextures(1, &source_image_num);
        check_error();
@@ -325,6 +331,7 @@ void EffectChain::render_to_screen(unsigned char *src)
 
        for (unsigned phase = 0; phase < phases.size(); ++phase) {
                // Set up inputs and outputs for this phase.
+               glActiveTexture(GL_TEXTURE0);
                if (phase == 0) {
                        // First phase reads from the input texture (which is already bound).
                } else {
@@ -334,7 +341,7 @@ void EffectChain::render_to_screen(unsigned char *src)
                if (phases[phase].input_needs_mipmaps) {
                        glGenerateMipmap(GL_TEXTURE_2D);
                        check_error();
-                       glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);
+                       glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_NEAREST);
                        check_error();
                } else {
                        glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
@@ -352,6 +359,7 @@ void EffectChain::render_to_screen(unsigned char *src)
                                GL_TEXTURE_2D,
                                temp_textures[phase % 2],
                                0);
+                       check_error();
                }
 
                // We have baked an upside-down transform into the quad coordinates,
@@ -399,5 +407,7 @@ void EffectChain::render_to_screen(unsigned char *src)
                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();
        }
 }