X-Git-Url: https://git.sesse.net/?p=movit;a=blobdiff_plain;f=effect_chain.cpp;h=0cd480287e5672eb0f09812535153ac500697d02;hp=ec64b83fc336800eeb29a0f66520adfa79a332a5;hb=56ff92c5828a143595eeb7a1906418cc30668f9d;hpb=f8e636666b3d36f97b125bc1a0f0f582c5026c7f diff --git a/effect_chain.cpp b/effect_chain.cpp index ec64b83..0cd4802 100644 --- a/effect_chain.cpp +++ b/effect_chain.cpp @@ -1,6 +1,6 @@ #define GL_GLEXT_PROTOTYPES 1 -#include +#include #include #include #include @@ -29,6 +29,8 @@ using namespace std; +namespace movit { + EffectChain::EffectChain(float aspect_nom, float aspect_denom, ResourcePool *resource_pool) : aspect_nom(aspect_nom), aspect_denom(aspect_denom), @@ -357,13 +359,13 @@ void EffectChain::construct_glsl_programs(Node *output) for (unsigned i = 0; i < deps.size(); ++i) { bool start_new_phase = false; - // FIXME: If we sample directly from a texture, we won't need this. - if (node->effect->needs_texture_bounce()) { + if (node->effect->needs_texture_bounce() && + !deps[i]->effect->is_single_texture()) { start_new_phase = true; } if (deps[i]->outgoing_links.size() > 1) { - if (deps[i]->effect->num_inputs() > 0) { + if (!deps[i]->effect->is_single_texture()) { // More than one effect uses this as the input, // and it is not a texture itself. // The easiest thing to do (and probably also the safest @@ -371,6 +373,8 @@ void EffectChain::construct_glsl_programs(Node *output) // and then let the next passes read from that. start_new_phase = true; } else { + assert(deps[i]->effect->num_inputs() == 0); + // For textures, we try to be slightly more clever; // if none of our outputs need a bounce, we don't bounce // but instead simply use the effect many times. @@ -1444,13 +1448,6 @@ void EffectChain::render_to_fbo(GLuint dest_fbo, unsigned width, unsigned height 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(); - if (phases.size() > 1) { glGenFramebuffers(1, &fbo); check_error(); @@ -1474,7 +1471,9 @@ void EffectChain::render_to_fbo(GLuint dest_fbo, unsigned width, unsigned height output_textures.insert(make_pair(phases[phase], tex_num)); } - glUseProgram(phases[phase]->glsl_program_num); + const GLuint glsl_program_num = phases[phase]->glsl_program_num; + check_error(); + glUseProgram(glsl_program_num); check_error(); // Set up RTT inputs for this phase. @@ -1501,7 +1500,7 @@ void EffectChain::render_to_fbo(GLuint dest_fbo, unsigned width, unsigned height check_error(); string texture_name = string("tex_") + phases[phase]->effect_ids[input]; - glUniform1i(glGetUniformLocation(phases[phase]->glsl_program_num, texture_name.c_str()), sampler); + glUniform1i(glGetUniformLocation(glsl_program_num, texture_name.c_str()), sampler); check_error(); } @@ -1534,32 +1533,43 @@ 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, phases[phase]->effect_ids[node], &sampler_num); + node->effect->set_gl_state(glsl_program_num, phases[phase]->effect_ids[node], &sampler_num); check_error(); } // Now draw! - glBegin(GL_QUADS); - - glTexCoord2f(0.0f, 0.0f); - glVertex2f(0.0f, 0.0f); + float vertices[] = { + 0.0f, 1.0f, + 0.0f, 0.0f, + 1.0f, 1.0f, + 1.0f, 0.0f + }; + + GLuint vao; + glGenVertexArrays(1, &vao); + check_error(); + glBindVertexArray(vao); + check_error(); - glTexCoord2f(1.0f, 0.0f); - glVertex2f(1.0f, 0.0f); + GLuint position_vbo = fill_vertex_attribute(glsl_program_num, "position", 2, GL_FLOAT, sizeof(vertices), vertices); + GLuint texcoord_vbo = fill_vertex_attribute(glsl_program_num, "texcoord", 2, GL_FLOAT, sizeof(vertices), vertices); // Same as vertices. - glTexCoord2f(1.0f, 1.0f); - glVertex2f(1.0f, 1.0f); + glDrawArrays(GL_TRIANGLE_STRIP, 0, 4); + check_error(); - glTexCoord2f(0.0f, 1.0f); - glVertex2f(0.0f, 1.0f); + cleanup_vertex_attribute(glsl_program_num, "position", position_vbo); + cleanup_vertex_attribute(glsl_program_num, "texcoord", texcoord_vbo); - glEnd(); + glUseProgram(0); check_error(); for (unsigned i = 0; i < phases[phase]->effects.size(); ++i) { Node *node = phases[phase]->effects[i]; node->effect->clear_gl_state(); } + + glDeleteVertexArrays(1, &vao); + check_error(); } for (map::const_iterator texture_it = output_textures.begin(); @@ -1576,3 +1586,5 @@ void EffectChain::render_to_fbo(GLuint dest_fbo, unsigned width, unsigned height check_error(); } } + +} // namespace movit