X-Git-Url: https://git.sesse.net/?p=movit;a=blobdiff_plain;f=effect_chain.cpp;h=a6ed91d5f20a51e406fafc0e79894e0b3f5f2cb0;hp=b5d136b275dc7d58c9791f0b58f25768afad3bb5;hb=2c8eabbbad9eb99409ef03970cbb0b5b46dda025;hpb=ac539d70a718bce094e1118a3919972445b65979 diff --git a/effect_chain.cpp b/effect_chain.cpp index b5d136b..a6ed91d 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); @@ -718,7 +729,8 @@ bool EffectChain::node_needs_gamma_fix(Node *node) // 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) { + node->output_gamma_curve != output_format.gamma_curve && + node->output_gamma_curve != GAMMA_LINEAR) { return true; } @@ -961,13 +973,21 @@ 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); @@ -1045,10 +1065,10 @@ 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(