]> git.sesse.net Git - movit/blobdiff - effect_chain.cpp
Add support to the ResourcePool for 2D textures.
[movit] / effect_chain.cpp
index e6ba841ad6bd4737bc3a506384963233311c0678..c3c23b6680764cac983aeaff2b1537fb4f029af5 100644 (file)
@@ -80,13 +80,9 @@ Node *EffectChain::add_node(Effect *effect)
                assert(nodes[i]->effect != effect);
        }
 
-       char effect_id[256];
-       sprintf(effect_id, "eff%u", (unsigned)nodes.size());
-
        Node *node = new Node;
        node->effect = effect;
        node->disabled = false;
-       node->effect_id = effect_id;
        node->output_color_space = COLORSPACE_INVALID;
        node->output_gamma_curve = GAMMA_INVALID;
        node->output_alpha_type = ALPHA_INVALID;
@@ -94,6 +90,7 @@ Node *EffectChain::add_node(Effect *effect)
 
        nodes.push_back(node);
        node_map[effect] = node;
+       effect->inform_added(this);
        return node;
 }
 
@@ -224,6 +221,7 @@ Phase *EffectChain::compile_glsl_program(
        const std::vector<Node *> &inputs,
        const std::vector<Node *> &effects)
 {
+       Phase *phase = new Phase;
        assert(!effects.empty());
 
        // Deduplicate the inputs.
@@ -237,10 +235,13 @@ Phase *EffectChain::compile_glsl_program(
        // Create functions for all the texture inputs that we need.
        for (unsigned i = 0; i < true_inputs.size(); ++i) {
                Node *input = true_inputs[i];
+               char effect_id[256];
+               sprintf(effect_id, "in%u", i);
+               phase->effect_ids.insert(std::make_pair(input, effect_id));
        
-               frag_shader += std::string("uniform sampler2D tex_") + input->effect_id + ";\n";
-               frag_shader += std::string("vec4 ") + input->effect_id + "(vec2 tc) {\n";
-               frag_shader += "\treturn texture2D(tex_" + input->effect_id + ", tc);\n";
+               frag_shader += std::string("uniform sampler2D tex_") + effect_id + ";\n";
+               frag_shader += std::string("vec4 ") + effect_id + "(vec2 tc) {\n";
+               frag_shader += "\treturn texture2D(tex_" + std::string(effect_id) + ", tc);\n";
                frag_shader += "}\n";
                frag_shader += "\n";
        }
@@ -249,21 +250,24 @@ Phase *EffectChain::compile_glsl_program(
 
        for (unsigned i = 0; i < sorted_effects.size(); ++i) {
                Node *node = sorted_effects[i];
+               char effect_id[256];
+               sprintf(effect_id, "eff%u", i);
+               phase->effect_ids.insert(std::make_pair(node, effect_id));
 
                if (node->incoming_links.size() == 1) {
-                       frag_shader += std::string("#define INPUT ") + node->incoming_links[0]->effect_id + "\n";
+                       frag_shader += std::string("#define INPUT ") + phase->effect_ids[node->incoming_links[0]] + "\n";
                } else {
                        for (unsigned j = 0; j < node->incoming_links.size(); ++j) {
                                char buf[256];
-                               sprintf(buf, "#define INPUT%d %s\n", j + 1, node->incoming_links[j]->effect_id.c_str());
+                               sprintf(buf, "#define INPUT%d %s\n", j + 1, phase->effect_ids[node->incoming_links[j]].c_str());
                                frag_shader += buf;
                        }
                }
        
                frag_shader += "\n";
-               frag_shader += std::string("#define FUNCNAME ") + node->effect_id + "\n";
-               frag_shader += replace_prefix(node->effect->output_convenience_uniforms(), node->effect_id);
-               frag_shader += replace_prefix(node->effect->output_fragment_shader(), node->effect_id);
+               frag_shader += std::string("#define FUNCNAME ") + effect_id + "\n";
+               frag_shader += replace_prefix(node->effect->output_convenience_uniforms(), effect_id);
+               frag_shader += replace_prefix(node->effect->output_fragment_shader(), effect_id);
                frag_shader += "#undef PREFIX\n";
                frag_shader += "#undef FUNCNAME\n";
                if (node->incoming_links.size() == 1) {
@@ -285,10 +289,9 @@ Phase *EffectChain::compile_glsl_program(
                        CHECK(node->effect->set_int("needs_mipmaps", input_needs_mipmaps));
                }
        }
-       frag_shader += std::string("#define INPUT ") + sorted_effects.back()->effect_id + "\n";
+       frag_shader += std::string("#define INPUT ") + phase->effect_ids[sorted_effects.back()] + "\n";
        frag_shader.append(read_file("footer.frag"));
 
-       Phase *phase = new Phase;
        phase->glsl_program_num = resource_pool->compile_glsl_program(read_file("vs.vert"), frag_shader);
        phase->input_needs_mipmaps = input_needs_mipmaps;
        phase->inputs = true_inputs;
@@ -1422,7 +1425,7 @@ void EffectChain::finalize()
                        find_output_size(phases[i]);
 
                        Node *output_node = phases[i]->effects.back();
-                       glGenTextures(1, &output_node->output_texture);
+                       output_node->output_texture = resource_pool->create_2d_texture(GL_RGBA16F_ARB, phases[i]->output_width, phases[i]->output_height);
                        check_error();
                        glBindTexture(GL_TEXTURE_2D, output_node->output_texture);
                        check_error();
@@ -1430,8 +1433,6 @@ void EffectChain::finalize()
                        check_error();
                        glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
                        check_error();
-                       glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA16F_ARB, phases[i]->output_width, phases[i]->output_height, 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL);
-                       check_error();
 
                        output_node->output_texture_width = phases[i]->output_width;
                        output_node->output_texture_height = phases[i]->output_height;
@@ -1537,7 +1538,7 @@ void EffectChain::render_to_fbo(GLuint dest_fbo, unsigned width, unsigned height
                                check_error();
                        }
 
-                       std::string texture_name = std::string("tex_") + input->effect_id;
+                       std::string texture_name = std::string("tex_") + phases[phase]->effect_ids[input];
                        glUniform1i(glGetUniformLocation(phases[phase]->glsl_program_num, texture_name.c_str()), sampler);
                        check_error();
                }
@@ -1572,7 +1573,7 @@ void EffectChain::render_to_fbo(GLuint dest_fbo, unsigned width, unsigned height
                unsigned sampler_num = phases[phase]->inputs.size();
                for (unsigned i = 0; i < phases[phase]->effects.size(); ++i) {
                        Node *node = phases[phase]->effects[i];
-                       node->effect->set_gl_state(phases[phase]->glsl_program_num, node->effect_id, &sampler_num);
+                       node->effect->set_gl_state(phases[phase]->glsl_program_num, phases[phase]->effect_ids[node], &sampler_num);
                        check_error();
                }