#include "gamma_expansion_effect.h"
#include "lift_gamma_gain_effect.h"
#include "colorspace_conversion_effect.h"
+#include "texture_enum.h"
EffectChain::EffectChain(unsigned width, unsigned height)
: width(width), height(height), finalized(false) {}
frag_shader += replace_prefix(effects[i]->output_glsl(), effect_id);
frag_shader += "#undef PREFIX\n";
frag_shader += "#undef FUNCNAME\n";
+ frag_shader += "#undef LAST_INPUT\n";
frag_shader += std::string("#define LAST_INPUT ") + effect_id + "\n";
frag_shader += "\n";
}
+ frag_shader.append(read_file("footer.glsl"));
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);
+ glAttachShader(glsl_program_num, vs_obj);
check_error();
- glAttachObjectARB(glsl_program_num, fs_obj);
+ glAttachShader(glsl_program_num, fs_obj);
check_error();
glLinkProgram(glsl_program_num);
check_error();
+
+ 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) {
+ // effects[i]->set_uniforms();
+ //}
+
+ 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();
}