X-Git-Url: https://git.sesse.net/?p=movit;a=blobdiff_plain;f=effect_chain.cpp;h=b0a14777287733fe5c1210ca0d0e6b38e77cfa32;hp=1d9aea82429c9e62deff8b4d1176d08f91854455;hb=2d3b64d51be3e8f38a8c224f558de4ceb222e799;hpb=34776d3ed2565ee834405e575bf3bfc7f7933e36 diff --git a/effect_chain.cpp b/effect_chain.cpp index 1d9aea8..b0a1477 100644 --- a/effect_chain.cpp +++ b/effect_chain.cpp @@ -32,13 +32,14 @@ using namespace std; namespace movit { -EffectChain::EffectChain(float aspect_nom, float aspect_denom, ResourcePool *resource_pool, GLenum intermediate_format) +EffectChain::EffectChain(float aspect_nom, float aspect_denom, ResourcePool *resource_pool) : aspect_nom(aspect_nom), aspect_denom(aspect_denom), output_color_rgba(false), output_color_ycbcr(false), dither_effect(NULL), - intermediate_format(intermediate_format), + intermediate_format(GL_RGBA16F), + intermediate_transformation(NO_FRAMEBUFFER_TRANSFORMATION), num_dither_bits(0), output_origin(OUTPUT_ORIGIN_BOTTOM_LEFT), finalized(false), @@ -332,7 +333,14 @@ void EffectChain::compile_glsl_program(Phase *phase) frag_shader += string("uniform sampler2D tex_") + effect_id + ";\n"; frag_shader += string("vec4 ") + effect_id + "(vec2 tc) {\n"; - frag_shader += "\treturn tex2D(tex_" + string(effect_id) + ", tc);\n"; + frag_shader += "\tvec4 tmp = tex2D(tex_" + string(effect_id) + ", tc);\n"; + + if (intermediate_transformation == SQUARE_ROOT_FRAMEBUFFER_TRANSFORMATION && + phase->inputs[i]->output_node->output_gamma_curve == GAMMA_LINEAR) { + frag_shader += "\ttmp.rgb *= tmp.rgb;\n"; + } + + frag_shader += "\treturn tmp;\n"; frag_shader += "}\n"; frag_shader += "\n"; @@ -415,6 +423,15 @@ void EffectChain::compile_glsl_program(Phase *phase) frag_shader_outputs.push_back("RGBA"); } } + + // If we're bouncing to a temporary texture, signal transformation if desired. + if (!phase->output_node->outgoing_links.empty()) { + if (intermediate_transformation == SQUARE_ROOT_FRAMEBUFFER_TRANSFORMATION && + phase->output_node->output_gamma_curve == GAMMA_LINEAR) { + frag_shader += "#define SQUARE_ROOT_TRANSFORMATION 1\n"; + } + } + frag_shader.append(read_file("footer.frag")); // Collect uniforms from all effects and output them. Note that this needs