Phase *phase;
// Used during the building of the effect chain.
- ColorSpace output_color_space;
+ Colorspace output_color_space;
GammaCurve output_gamma_curve;
friend class EffectChain;
// A rendering phase; a single GLSL program rendering a single quad.
struct Phase {
- GLint glsl_program_num;
+ GLint glsl_program_num, vertex_shader, fragment_shader;
bool input_needs_mipmaps;
// Inputs are only inputs from other phases (ie., those that come from RTT);
class EffectChain {
public:
EffectChain(float aspect_nom, float aspect_denom); // E.g., 16.0f, 9.0f for 16:9.
+ ~EffectChain();
// User API:
// input, effects, output, finalize need to come in that specific order.
void finalize();
//void render(unsigned char *src, unsigned char *dst);
- void render_to_screen();
+ void render_to_screen()
+ {
+ render_to_fbo(0, 0, 0);
+ }
+
+ // Render the effect chain to the given FBO. If width=height=0, keeps
+ // the current viewport.
+ void render_to_fbo(GLuint fbo, unsigned width, unsigned height);
Effect *last_added_effect() {
if (nodes.empty()) {