#include "gamma_compression_effect.h"
#include "lift_gamma_gain_effect.h"
#include "colorspace_conversion_effect.h"
+#include "sandbox_effect.h"
#include "saturation_effect.h"
#include "mirror_effect.h"
#include "vignette_effect.h"
return new GammaCompressionEffect();
case EFFECT_COLOR_SPACE_CONVERSION:
return new ColorSpaceConversionEffect();
+ case EFFECT_SANDBOX:
+ return new SandboxEffect();
case EFFECT_LIFT_GAMMA_GAIN:
return new LiftGammaGainEffect();
case EFFECT_SATURATION:
} else {
GammaExpansionEffect *gamma_conversion = new GammaExpansionEffect();
gamma_conversion->set_int("source_curve", current_gamma_curve);
- effects.push_back(gamma_conversion);
+ gamma_conversion->add_self_to_effect_chain(&effects);
}
current_gamma_curve = GAMMA_LINEAR;
}
ColorSpaceConversionEffect *colorspace_conversion = new ColorSpaceConversionEffect();
colorspace_conversion->set_int("source_space", current_color_space);
colorspace_conversion->set_int("destination_space", COLORSPACE_sRGB);
- effects.push_back(colorspace_conversion);
+ colorspace_conversion->add_self_to_effect_chain(&effects);
current_color_space = COLORSPACE_sRGB;
}
normalize_to_srgb();
}
- effects.push_back(effect);
+ effect->add_self_to_effect_chain(&effects);
return effect;
}
frag_shader += replace_prefix(effects[i]->output_fragment_shader(), effect_id);
frag_shader += "#undef PREFIX\n";
frag_shader += "#undef FUNCNAME\n";
- frag_shader += "#undef LAST_INPUT\n";
- frag_shader += std::string("#define LAST_INPUT ") + effect_id + "\n";
+ frag_shader += "#undef INPUT\n";
+ frag_shader += std::string("#define INPUT ") + effect_id + "\n";
frag_shader += "\n";
input_needs_mipmaps |= effects[i]->needs_mipmaps();
// and of course at the end.
unsigned start = 0;
for (unsigned i = 0; i < effects.size(); ++i) {
- if (effects[i]->needs_many_samples() && i != start) {
+ if (effects[i]->needs_texture_bounce() && i != start) {
phases.push_back(compile_glsl_program(start, i));
start = i;
}
unsigned num_textures = std::max<int>(phases.size() - 1, 2);
glGenTextures(num_textures, temp_textures);
- unsigned char *empty = new unsigned char[width * height * 4];
- memset(empty, 0, width * height * 4);
for (unsigned i = 0; i < num_textures; ++i) {
glBindTexture(GL_TEXTURE_2D, temp_textures[i]);
check_error();
check_error();
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
check_error();
- glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA16F_ARB, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, empty);
+ glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA16F_ARB, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL);
check_error();
}
- delete[] empty;
}
// Translate the input format to OpenGL's enums.
check_error();
glBufferData(GL_PIXEL_UNPACK_BUFFER_ARB, width * height * bytes_per_pixel, NULL, GL_STREAM_DRAW);
check_error();
-
- void *mapped_pbo = glMapBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, GL_WRITE_ONLY);
- memset(mapped_pbo, 0, width * height * bytes_per_pixel);
- glUnmapBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB);
+ glBindBuffer(GL_PIXEL_UNPACK_BUFFER_ARB, 0);
check_error();
glGenTextures(1, &source_image_num);
check_error();
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
check_error();
- glTexImage2D(GL_TEXTURE_2D, 0, internal_format, width, height, 0, format, GL_UNSIGNED_BYTE, BUFFER_OFFSET(0));
+ // Intel/Mesa seems to have a broken glGenerateMipmap() for non-FBO textures, so do it here.
+ glTexParameteri(GL_TEXTURE_2D, GL_GENERATE_MIPMAP, phases[0].input_needs_mipmaps ? GL_TRUE : GL_FALSE);
check_error();
- glBindBuffer(GL_PIXEL_UNPACK_BUFFER_ARB, 0);
+ glTexImage2D(GL_TEXTURE_2D, 0, internal_format, width, height, 0, format, GL_UNSIGNED_BYTE, NULL);
check_error();
finalized = true;
check_error();
}
if (phases[phase].input_needs_mipmaps) {
- glGenerateMipmap(GL_TEXTURE_2D);
- check_error();
+ if (phase != 0) {
+ // For phase 0, it's done further up.
+ glGenerateMipmap(GL_TEXTURE_2D);
+ check_error();
+ }
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_NEAREST);
check_error();
} else {