]> git.sesse.net Git - movit/blobdiff - effect_chain.cpp
Fix indenting in effect_id.h.
[movit] / effect_chain.cpp
index d45c2fc4f86ba5c76bad0aa0da52129f05f25b3d..9ff5fd812beb934ba9467a805416e7851c379a11 100644 (file)
@@ -16,7 +16,6 @@
 #include "saturation_effect.h"
 #include "mirror_effect.h"
 #include "vignette_effect.h"
-#include "texture_enum.h"
 
 EffectChain::EffectChain(unsigned width, unsigned height)
        : width(width), height(height), use_srgb_texture_format(false), finalized(false) {}
@@ -220,7 +219,11 @@ void EffectChain::finalize()
        memset(mapped_pbo, 0, width * height * bytes_per_pixel);
        glUnmapBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB);
        
-       glBindTexture(GL_TEXTURE_2D, SOURCE_IMAGE);
+       glGenTextures(1, &source_image_num);
+       check_error();
+       glBindTexture(GL_TEXTURE_2D, source_image_num);
+       check_error();
+       glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
        check_error();
        glTexImage2D(GL_TEXTURE_2D, 0, internal_format, width, height, 0, format, GL_UNSIGNED_BYTE, BUFFER_OFFSET(0));
        check_error();
@@ -245,7 +248,7 @@ void EffectChain::render_to_screen(unsigned char *src)
        // Re-upload the texture from the PBO.
        glActiveTexture(GL_TEXTURE0);
        check_error();
-       glBindTexture(GL_TEXTURE_2D, SOURCE_IMAGE);
+       glBindTexture(GL_TEXTURE_2D, source_image_num);
        check_error();
        glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, width, height, format, GL_UNSIGNED_BYTE, BUFFER_OFFSET(0));
        check_error();
@@ -258,10 +261,11 @@ void EffectChain::render_to_screen(unsigned char *src)
        check_error();
        glUniform1i(glGetUniformLocation(glsl_program_num, "input_tex"), 0);
 
+       unsigned sampler_num = 1;
        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);
+               effects[i]->set_uniforms(glsl_program_num, effect_id, &sampler_num);
        }
 
        glDisable(GL_BLEND);