X-Git-Url: https://git.sesse.net/?p=movit;a=blobdiff_plain;f=effect_chain.cpp;h=a549087862a47e5421ebe9b1a0db499911d7729b;hp=b8361fef97ec1f79e65ecd71e5ef1896bd11ad7d;hb=62504944698295c8c48d88df124855af6874fdfe;hpb=bd1d7adce0950493b957309891ae20544a02421c diff --git a/effect_chain.cpp b/effect_chain.cpp index b8361fe..a549087 100644 --- a/effect_chain.cpp +++ b/effect_chain.cpp @@ -242,7 +242,18 @@ Phase *EffectChain::compile_glsl_program( } frag_shader += std::string("#define INPUT ") + effects.back()->effect_id + "\n"; frag_shader.append(read_file("footer.frag")); - printf("%s\n", frag_shader.c_str()); + + // Output shader to a temporary file, for easier debugging. + static int compiled_shader_num = 0; + char filename[256]; + sprintf(filename, "chain-%03d.frag", compiled_shader_num++); + FILE *fp = fopen(filename, "w"); + if (fp == NULL) { + perror(filename); + exit(1); + } + fprintf(fp, "%s\n", frag_shader.c_str()); + fclose(fp); GLuint glsl_program_num = glCreateProgram(); GLuint vs_obj = compile_shader(read_file("vs.vert"), GL_VERTEX_SHADER); @@ -707,6 +718,21 @@ bool EffectChain::node_needs_gamma_fix(Node *node) if (node->disabled) { return false; } + + // Small hack since the output is not an explicit node: + // If we are the last node and our output is in the wrong + // space compared to EffectChain's output, we need to fix it. + // This will only take us to linear, but fix_output_gamma() + // will come and take us to the desired output gamma + // if it is needed. + // + // This needs to be before everything else, since it could + // even apply to inputs (if they are the only effect). + if (node->outgoing_links.empty() && + node->output_gamma_curve != output_format.gamma_curve) { + return true; + } + if (node->effect->num_inputs() == 0) { return false; } @@ -721,6 +747,7 @@ bool EffectChain::node_needs_gamma_fix(Node *node) assert(node->incoming_links.size() == 1); return node->incoming_links[0]->output_gamma_curve != GAMMA_LINEAR; } + return (node->effect->needs_linear_light() && node->output_gamma_curve != GAMMA_LINEAR); } @@ -788,8 +815,21 @@ void EffectChain::fix_internal_gamma_by_inserting_nodes(unsigned step) continue; } - // Go through each input that is not linear gamma, and insert - // a gamma conversion before it. + // Special case: We could be an input and still be asked to + // fix our gamma; if so, we should be the only node + // (as node_needs_gamma_fix() would only return true in + // for an input in that case). That means we should insert + // a conversion node _after_ ourselves. + if (node->incoming_links.empty()) { + assert(node->outgoing_links.empty()); + Node *conversion = add_node(new GammaExpansionEffect()); + conversion->effect->set_int("source_curve", node->output_gamma_curve); + conversion->output_gamma_curve = GAMMA_LINEAR; + connect_nodes(node, conversion); + } + + // If not, go through each input that is not linear gamma, + // and insert a gamma conversion before it. for (unsigned j = 0; j < node->incoming_links.size(); ++j) { Node *input = node->incoming_links[j]; assert(input->output_gamma_curve != GAMMA_INVALID); @@ -932,13 +972,21 @@ void EffectChain::finalize() finalized = true; } -void EffectChain::render_to_screen() +void EffectChain::render_to_fbo(GLuint fbo, unsigned width, unsigned height) { assert(finalized); // Save original viewport. - GLint viewport[4]; - glGetIntegerv(GL_VIEWPORT, viewport); + GLuint x = 0, y = 0; + + if (width == 0 && height == 0) { + GLint viewport[4]; + glGetIntegerv(GL_VIEWPORT, viewport); + x = viewport[0]; + y = viewport[1]; + width = viewport[2]; + height = viewport[3]; + } // Basic state. glDisable(GL_BLEND); @@ -1016,10 +1064,10 @@ void EffectChain::render_to_screen() // And now the output. if (phase == phases.size() - 1) { - // Last phase goes directly to the screen. - glBindFramebuffer(GL_FRAMEBUFFER, 0); + // Last phase goes to the output the user specified. + glBindFramebuffer(GL_FRAMEBUFFER, fbo); check_error(); - glViewport(viewport[0], viewport[1], viewport[2], viewport[3]); + glViewport(x, y, width, height); } else { Node *output_node = phases[phase]->effects.back(); glFramebufferTexture2D(