X-Git-Url: https://git.sesse.net/?p=movit;a=blobdiff_plain;f=effect_chain.cpp;h=ef4402491ab2c3c23b613336235f7f884a5874b6;hp=9aa092ba207db4f614abfe5f45617c0eff3f3849;hb=15daf781e6ce00ec37ca806a16e490d59dcb4e24;hpb=cfc161e0289c2169d4835c48751ff56b97355eb2 diff --git a/effect_chain.cpp b/effect_chain.cpp index 9aa092b..ef44024 100644 --- a/effect_chain.cpp +++ b/effect_chain.cpp @@ -1,6 +1,6 @@ #define GL_GLEXT_PROTOTYPES 1 -#include +#include #include #include #include @@ -149,6 +149,15 @@ void EffectChain::insert_node_between(Node *sender, Node *middle, Node *receiver assert(middle->incoming_links.size() == middle->effect->num_inputs()); } +GLenum EffectChain::get_input_sampler(Node *node, unsigned input_num) const +{ + assert(node->effect->needs_texture_bounce()); + assert(input_num < node->incoming_links.size()); + assert(node->incoming_links[input_num]->bound_sampler_num >= 0); + assert(node->incoming_links[input_num]->bound_sampler_num < 8); + return GL_TEXTURE0 + node->incoming_links[input_num]->bound_sampler_num; +} + void EffectChain::find_all_nonlinear_inputs(Node *node, vector *nonlinear_inputs) { if (node->output_gamma_curve == GAMMA_LINEAR && @@ -359,13 +368,13 @@ 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 @@ -373,6 +382,8 @@ 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. @@ -1446,13 +1457,6 @@ 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(); @@ -1476,13 +1480,16 @@ 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. for (unsigned sampler = 0; sampler < phases[phase]->inputs.size(); ++sampler) { glActiveTexture(GL_TEXTURE0 + sampler); Node *input = phases[phase]->inputs[sampler]; + input->bound_sampler_num = sampler; glBindTexture(GL_TEXTURE_2D, output_textures[input->phase]); check_error(); if (phases[phase]->input_needs_mipmaps) { @@ -1503,7 +1510,7 @@ 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(); } @@ -1536,32 +1543,51 @@ 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); + unsigned old_sampler_num = sampler_num; + node->effect->set_gl_state(glsl_program_num, phases[phase]->effect_ids[node], &sampler_num); check_error(); + + if (node->effect->is_single_texture()) { + assert(sampler_num - old_sampler_num == 1); + node->bound_sampler_num = old_sampler_num; + } else { + node->bound_sampler_num = -1; + } } // 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();