]> git.sesse.net Git - movit/blobdiff - effect_chain.cpp
Chain together vertex shaders, like with fragment shaders.
[movit] / effect_chain.cpp
index 9eee1f66faaf1622715002d44edd195708cfc9fc..b3c9099ed4a864aa6bbb498d926fc35236bd764b 100644 (file)
@@ -155,9 +155,26 @@ void EffectChain::finalize()
                effects.push_back(gamma_conversion);
                current_gamma_curve = output_format.gamma_curve;
        }
+       
+       std::string vert_shader = read_file("vs-header.glsl");
+       for (unsigned i = 0; i < effects.size(); ++i) {
+               char effect_id[256];
+               sprintf(effect_id, "eff%d", i);
+       
+               vert_shader += "\n";
+               vert_shader += std::string("#define FUNCNAME ") + effect_id + "\n";
+               vert_shader += replace_prefix(effects[i]->output_convenience_uniforms(), effect_id);
+               vert_shader += replace_prefix(effects[i]->output_vertex_shader(), effect_id);
+               vert_shader += "#undef PREFIX\n";
+               vert_shader += "#undef FUNCNAME\n";
+               vert_shader += "#undef LAST_INPUT\n";
+               vert_shader += std::string("#define LAST_INPUT ") + effect_id + "\n";
+               vert_shader += "\n";
+       }
+       vert_shader.append(read_file("vs-footer.glsl"));
+       printf("%s\n", vert_shader.c_str());
 
-       std::string frag_shader = read_file("header.glsl");
-
+       std::string frag_shader = read_file("fs-header.glsl");
        for (unsigned i = 0; i < effects.size(); ++i) {
                char effect_id[256];
                sprintf(effect_id, "eff%d", i);
@@ -165,18 +182,18 @@ void EffectChain::finalize()
                frag_shader += "\n";
                frag_shader += std::string("#define FUNCNAME ") + effect_id + "\n";
                frag_shader += replace_prefix(effects[i]->output_convenience_uniforms(), effect_id);
-               frag_shader += replace_prefix(effects[i]->output_glsl(), effect_id);
+               frag_shader += replace_prefix(effects[i]->output_fragment_shader(), 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"));
+       frag_shader.append(read_file("fs-footer.glsl"));
        printf("%s\n", frag_shader.c_str());
        
        glsl_program_num = glCreateProgram();
-       GLuint vs_obj = compile_shader(read_file("vs.glsl"), GL_VERTEX_SHADER);
+       GLuint vs_obj = compile_shader(vert_shader, GL_VERTEX_SHADER);
        GLuint fs_obj = compile_shader(frag_shader, GL_FRAGMENT_SHADER);
        glAttachShader(glsl_program_num, vs_obj);
        check_error();