#include <GL/gl.h>
#include <GL/glext.h>
+#include <algorithm>
+#include <set>
+#include <stack>
+#include <vector>
+
#include "util.h"
#include "effect_chain.h"
#include "gamma_expansion_effect.h"
#include "gamma_compression_effect.h"
-#include "lift_gamma_gain_effect.h"
#include "colorspace_conversion_effect.h"
-#include "saturation_effect.h"
-#include "texture_enum.h"
+#include "input.h"
EffectChain::EffectChain(unsigned width, unsigned height)
- : width(width), height(height), use_srgb_texture_format(false), finalized(false) {}
+ : width(width),
+ height(height),
+ finalized(false) {}
-void EffectChain::add_input(const ImageFormat &format)
+Input *EffectChain::add_input(Input *input)
{
- input_format = format;
- current_color_space = format.color_space;
- current_gamma_curve = format.gamma_curve;
+ char eff_id[256];
+ sprintf(eff_id, "src_image%u", (unsigned)inputs.size());
+
+ effects.push_back(input);
+ inputs.push_back(input);
+ output_color_space.insert(std::make_pair(input, input->get_color_space()));
+ output_gamma_curve.insert(std::make_pair(input, input->get_gamma_curve()));
+ effect_ids.insert(std::make_pair(input, eff_id));
+ incoming_links.insert(std::make_pair(input, std::vector<Effect *>()));
+ return input;
}
void EffectChain::add_output(const ImageFormat &format)
{
output_format = format;
}
-
-Effect *instantiate_effect(EffectId effect)
+
+void EffectChain::add_effect_raw(Effect *effect, const std::vector<Effect *> &inputs)
+{
+ char effect_id[256];
+ sprintf(effect_id, "eff%u", (unsigned)effects.size());
+
+ effects.push_back(effect);
+ effect_ids.insert(std::make_pair(effect, effect_id));
+ assert(inputs.size() == effect->num_inputs());
+ for (unsigned i = 0; i < inputs.size(); ++i) {
+ assert(std::find(effects.begin(), effects.end(), inputs[i]) != effects.end());
+ outgoing_links[inputs[i]].push_back(effect);
+ }
+ incoming_links.insert(std::make_pair(effect, inputs));
+ output_gamma_curve[effect] = output_gamma_curve[last_added_effect()];
+ output_color_space[effect] = output_color_space[last_added_effect()];
+}
+
+// Set the "use_srgb_texture_format" option on all inputs that feed into this node,
+// and update the output_gamma_curve[] map as we go.
+//
+// NOTE: We assume that the only way we could actually get GAMMA_sRGB from an
+// effect (except from GammaCompressionCurve, which should never be inserted
+// into a chain when this is called) is by pass-through from a texture.
+// Thus, we can simply feed the flag up towards all inputs.
+void EffectChain::set_use_srgb_texture_format(Effect *effect)
{
- switch (effect) {
- case EFFECT_GAMMA_EXPANSION:
- return new GammaExpansionEffect();
- case EFFECT_GAMMA_COMPRESSION:
- return new GammaCompressionEffect();
- case EFFECT_LIFT_GAMMA_GAIN:
- return new LiftGammaGainEffect();
- case EFFECT_SATURATION:
- return new SaturationEffect();
- }
- assert(false);
+ assert(output_gamma_curve.count(effect) != 0);
+ assert(output_gamma_curve[effect] == GAMMA_sRGB);
+ if (effect->num_inputs() == 0) {
+ effect->set_int("use_srgb_texture_format", 1);
+ } else {
+ assert(incoming_links.count(effect) == 1);
+ std::vector<Effect *> deps = incoming_links[effect];
+ assert(effect->num_inputs() == deps.size());
+ for (unsigned i = 0; i < deps.size(); ++i) {
+ set_use_srgb_texture_format(deps[i]);
+ assert(output_gamma_curve[deps[i]] == GAMMA_LINEAR);
+ }
+ }
+ output_gamma_curve[effect] = GAMMA_LINEAR;
}
-void EffectChain::normalize_to_linear_gamma()
+Effect *EffectChain::normalize_to_linear_gamma(Effect *input)
{
- if (current_gamma_curve == GAMMA_sRGB) {
+ assert(output_gamma_curve.count(input) != 0);
+ if (output_gamma_curve[input] == GAMMA_sRGB) {
// TODO: check if the extension exists
- use_srgb_texture_format = true;
+ set_use_srgb_texture_format(input);
+ output_gamma_curve[input] = GAMMA_LINEAR;
+ return input;
} else {
GammaExpansionEffect *gamma_conversion = new GammaExpansionEffect();
- gamma_conversion->set_int("source_curve", current_gamma_curve);
- effects.push_back(gamma_conversion);
+ gamma_conversion->set_int("source_curve", output_gamma_curve[input]);
+ std::vector<Effect *> inputs;
+ inputs.push_back(input);
+ gamma_conversion->add_self_to_effect_chain(this, inputs);
+ output_gamma_curve[gamma_conversion] = GAMMA_LINEAR;
+ return gamma_conversion;
}
- current_gamma_curve = GAMMA_LINEAR;
}
-void EffectChain::normalize_to_srgb()
+Effect *EffectChain::normalize_to_srgb(Effect *input)
{
- assert(current_gamma_curve == GAMMA_LINEAR);
+ assert(output_gamma_curve.count(input) != 0);
+ assert(output_color_space.count(input) != 0);
+ assert(output_gamma_curve[input] == GAMMA_LINEAR);
ColorSpaceConversionEffect *colorspace_conversion = new ColorSpaceConversionEffect();
- colorspace_conversion->set_int("source_space", current_color_space);
+ colorspace_conversion->set_int("source_space", output_color_space[input]);
colorspace_conversion->set_int("destination_space", COLORSPACE_sRGB);
- effects.push_back(colorspace_conversion);
- current_color_space = COLORSPACE_sRGB;
+ std::vector<Effect *> inputs;
+ inputs.push_back(input);
+ colorspace_conversion->add_self_to_effect_chain(this, inputs);
+ output_color_space[colorspace_conversion] = COLORSPACE_sRGB;
+ return colorspace_conversion;
}
-Effect *EffectChain::add_effect(EffectId effect_id)
+Effect *EffectChain::add_effect(Effect *effect, const std::vector<Effect *> &inputs)
{
- Effect *effect = instantiate_effect(effect_id);
+ assert(inputs.size() == effect->num_inputs());
- if (effect->needs_linear_light() && current_gamma_curve != GAMMA_LINEAR) {
- normalize_to_linear_gamma();
- }
-
- if (effect->needs_srgb_primaries() && current_color_space != COLORSPACE_sRGB) {
- normalize_to_srgb();
+ std::vector<Effect *> normalized_inputs = inputs;
+ for (unsigned i = 0; i < normalized_inputs.size(); ++i) {
+ assert(output_gamma_curve.count(normalized_inputs[i]) != 0);
+ if (effect->needs_linear_light() && output_gamma_curve[normalized_inputs[i]] != GAMMA_LINEAR) {
+ normalized_inputs[i] = normalize_to_linear_gamma(normalized_inputs[i]);
+ }
+ assert(output_color_space.count(normalized_inputs[i]) != 0);
+ if (effect->needs_srgb_primaries() && output_color_space[normalized_inputs[i]] != COLORSPACE_sRGB) {
+ normalized_inputs[i] = normalize_to_srgb(normalized_inputs[i]);
+ }
}
- // not handled yet
- assert(!effect->needs_many_samples());
- assert(!effect->needs_mipmaps());
-
- effects.push_back(effect);
+ effect->add_self_to_effect_chain(this, normalized_inputs);
return effect;
}
return output;
}
-void EffectChain::finalize()
+EffectChain::Phase EffectChain::compile_glsl_program(const std::vector<Effect *> &inputs, const std::vector<Effect *> &effects)
{
- // TODO: If we want a non-sRGB output color space, convert.
+ assert(!effects.empty());
- if (current_gamma_curve != output_format.gamma_curve) {
- if (current_gamma_curve != GAMMA_LINEAR) {
- normalize_to_linear_gamma();
+ // Deduplicate the inputs.
+ std::vector<Effect *> true_inputs = inputs;
+ std::sort(true_inputs.begin(), true_inputs.end());
+ true_inputs.erase(std::unique(true_inputs.begin(), true_inputs.end()), true_inputs.end());
+
+ bool input_needs_mipmaps = false;
+ std::string frag_shader = read_file("header.frag");
+
+ // Create functions for all the texture inputs that we need.
+ for (unsigned i = 0; i < true_inputs.size(); ++i) {
+ Effect *effect = true_inputs[i];
+ assert(effect_ids.count(effect) != 0);
+ std::string effect_id = effect_ids[effect];
+
+ frag_shader += std::string("uniform sampler2D tex_") + effect_id + ";\n";
+ frag_shader += std::string("vec4 ") + effect_id + "(vec2 tc) {\n";
+ if (effect->num_inputs() == 0) {
+ // OpenGL's origin is bottom-left, but most graphics software assumes
+ // a top-left origin. Thus, for inputs that come from the user,
+ // we flip the y coordinate. However, for FBOs, the origin
+ // is all correct, so don't do anything.
+ frag_shader += "\ttc.y = 1.0f - tc.y;\n";
}
- assert(current_gamma_curve == GAMMA_LINEAR);
- GammaCompressionEffect *gamma_conversion = new GammaCompressionEffect();
- gamma_conversion->set_int("destination_curve", output_format.gamma_curve);
- effects.push_back(gamma_conversion);
- current_gamma_curve = output_format.gamma_curve;
+ frag_shader += "\treturn texture2D(tex_" + effect_id + ", tc);\n";
+ frag_shader += "}\n";
+ frag_shader += "\n";
}
- std::string frag_shader = read_file("header.glsl");
-
+ std::string last_effect_id;
for (unsigned i = 0; i < effects.size(); ++i) {
- char effect_id[256];
- sprintf(effect_id, "eff%d", i);
+ Effect *effect = effects[i];
+ assert(effect != NULL);
+ assert(effect_ids.count(effect) != 0);
+ std::string effect_id = effect_ids[effect];
+ last_effect_id = effect_id;
+
+ if (incoming_links[effect].size() == 1) {
+ frag_shader += std::string("#define INPUT ") + effect_ids[incoming_links[effect][0]] + "\n";
+ } else {
+ for (unsigned j = 0; j < incoming_links[effect].size(); ++j) {
+ char buf[256];
+ sprintf(buf, "#define INPUT%d %s\n", j + 1, effect_ids[incoming_links[effect][j]].c_str());
+ frag_shader += buf;
+ }
+ }
frag_shader += "\n";
frag_shader += std::string("#define FUNCNAME ") + effect_id + "\n";
- frag_shader += replace_prefix(effects[i]->output_convenience_uniforms(), effect_id);
- frag_shader += replace_prefix(effects[i]->output_glsl(), effect_id);
+ frag_shader += replace_prefix(effect->output_convenience_uniforms(), effect_id);
+ frag_shader += replace_prefix(effect->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";
+ if (incoming_links[effect].size() == 1) {
+ frag_shader += "#undef INPUT\n";
+ } else {
+ for (unsigned j = 0; j < incoming_links[effect].size(); ++j) {
+ char buf[256];
+ sprintf(buf, "#undef INPUT%d\n", j + 1);
+ frag_shader += buf;
+ }
+ }
frag_shader += "\n";
+
+ input_needs_mipmaps |= effect->needs_mipmaps();
+ }
+ for (unsigned i = 0; i < effects.size(); ++i) {
+ Effect *effect = effects[i];
+ if (effect->num_inputs() == 0) {
+ effect->set_int("needs_mipmaps", input_needs_mipmaps);
+ }
}
- frag_shader.append(read_file("footer.glsl"));
+ assert(!last_effect_id.empty());
+ frag_shader += std::string("#define INPUT ") + last_effect_id + "\n";
+ frag_shader.append(read_file("footer.frag"));
printf("%s\n", frag_shader.c_str());
- glsl_program_num = glCreateProgram();
- GLhandleARB vs_obj = compile_shader(read_file("vs.glsl"), GL_VERTEX_SHADER);
- GLhandleARB fs_obj = compile_shader(frag_shader, GL_FRAGMENT_SHADER);
+ GLuint glsl_program_num = glCreateProgram();
+ GLuint vs_obj = compile_shader(read_file("vs.vert"), GL_VERTEX_SHADER);
+ GLuint fs_obj = compile_shader(frag_shader, GL_FRAGMENT_SHADER);
glAttachShader(glsl_program_num, vs_obj);
check_error();
glAttachShader(glsl_program_num, fs_obj);
glLinkProgram(glsl_program_num);
check_error();
- finalized = true;
+ Phase phase;
+ phase.glsl_program_num = glsl_program_num;
+ phase.input_needs_mipmaps = input_needs_mipmaps;
+ phase.inputs = true_inputs;
+ phase.effects = effects;
+
+ return phase;
}
-void EffectChain::render_to_screen(unsigned char *src)
+// Construct GLSL programs, starting at the given effect and following
+// the chain from there. We end a program every time we come to an effect
+// marked as "needs texture bounce", one that is used by multiple other
+// effects, and of course at the end.
+//
+// We follow a quite simple depth-first search from the output, although
+// without any explicit recursion.
+void EffectChain::construct_glsl_programs(Effect *output)
{
- assert(finalized);
+ // Which effects have already been completed in this phase?
+ // We need to keep track of it, as an effect with multiple outputs
+ // could otherwise be calculate multiple times.
+ std::set<Effect *> completed_effects;
+
+ // Effects in the current phase, as well as inputs (outputs from other phases
+ // that we depend on). Note that since we start iterating from the end,
+ // the effect list will be in the reverse order.
+ std::vector<Effect *> this_phase_inputs;
+ std::vector<Effect *> this_phase_effects;
+
+ // Effects that we have yet to calculate, but that we know should
+ // be in the current phase.
+ std::stack<Effect *> effects_todo_this_phase;
+
+ // Effects that we have yet to calculate, but that come from other phases.
+ // We delay these until we have this phase done in its entirety,
+ // at which point we pick any of them and start a new phase from that.
+ std::stack<Effect *> effects_todo_other_phases;
+
+ effects_todo_this_phase.push(output);
+
+ for ( ;; ) { // Termination condition within loop.
+ if (!effects_todo_this_phase.empty()) {
+ // OK, we have more to do this phase.
+ Effect *effect = effects_todo_this_phase.top();
+ effects_todo_this_phase.pop();
+
+ // This should currently only happen for effects that are phase outputs,
+ // and we throw those out separately below.
+ assert(completed_effects.count(effect) == 0);
+
+ this_phase_effects.push_back(effect);
+ completed_effects.insert(effect);
+
+ // Find all the dependencies of this effect, and add them to the stack.
+ assert(incoming_links.count(effect) == 1);
+ std::vector<Effect *> deps = incoming_links[effect];
+ assert(effect->num_inputs() == deps.size());
+ for (unsigned i = 0; i < deps.size(); ++i) {
+ bool start_new_phase = false;
+
+ if (effect->needs_texture_bounce()) {
+ start_new_phase = true;
+ }
- check_error();
- glUseProgram(glsl_program_num);
- check_error();
+ assert(outgoing_links.count(deps[i]) == 1);
+ if (outgoing_links[deps[i]].size() > 1 && deps[i]->num_inputs() > 0) {
+ // 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
+ // performance-wise in most cases) is to bounce it to a texture
+ // and then let the next passes read from that.
+ start_new_phase = true;
+ }
- glActiveTexture(GL_TEXTURE0);
- glBindTexture(GL_TEXTURE_2D, SOURCE_IMAGE);
+ if (start_new_phase) {
+ effects_todo_other_phases.push(deps[i]);
+ this_phase_inputs.push_back(deps[i]);
+ } else {
+ effects_todo_this_phase.push(deps[i]);
+ }
+ }
+ continue;
+ }
- GLenum internal_format = GL_RGBA8;
- if (use_srgb_texture_format) {
- internal_format = GL_SRGB8;
- }
+ // No more effects to do this phase. Take all the ones we have,
+ // and create a GLSL program for it.
+ if (!this_phase_effects.empty()) {
+ reverse(this_phase_effects.begin(), this_phase_effects.end());
+ phases.push_back(compile_glsl_program(this_phase_inputs, this_phase_effects));
+ this_phase_inputs.clear();
+ this_phase_effects.clear();
+ }
+ assert(this_phase_inputs.empty());
+ assert(this_phase_effects.empty());
- if (input_format.pixel_format == FORMAT_RGB) {
- glTexImage2D(GL_TEXTURE_2D, 0, internal_format, width, height, 0, GL_RGB, GL_UNSIGNED_BYTE, src);
- } else if (input_format.pixel_format == FORMAT_RGBA) {
- glTexImage2D(GL_TEXTURE_2D, 0, internal_format, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, src);
- } else {
- assert(false);
+ // If we have no effects left, exit.
+ if (effects_todo_other_phases.empty()) {
+ break;
+ }
+
+ Effect *effect = effects_todo_other_phases.top();
+ effects_todo_other_phases.pop();
+
+ if (completed_effects.count(effect) == 0) {
+ // Start a new phase, calculating from this effect.
+ effects_todo_this_phase.push(effect);
+ }
}
- check_error();
- glUniform1i(glGetUniformLocation(glsl_program_num, "input_tex"), 0);
+ // Finally, since the phases are found from the output but must be executed
+ // from the input(s), reverse them, too.
+ std::reverse(phases.begin(), phases.end());
+}
+
+void EffectChain::finalize()
+{
+ // Find the output effect. This is, simply, one that has no outgoing links.
+ // If there are multiple ones, the graph is malformed (we do not support
+ // multiple outputs right now).
+ std::vector<Effect *> output_effects;
for (unsigned i = 0; i < effects.size(); ++i) {
- char effect_id[256];
- sprintf(effect_id, "eff%d", i);
- effects[i]->set_uniforms(glsl_program_num, effect_id);
+ Effect *effect = effects[i];
+ if (outgoing_links.count(effect) == 0 || outgoing_links[effect].size() == 0) {
+ output_effects.push_back(effect);
+ }
+ }
+ assert(output_effects.size() == 1);
+ Effect *output_effect = output_effects[0];
+
+ // Add normalizers to get the output format right.
+ assert(output_gamma_curve.count(output_effect) != 0);
+ assert(output_color_space.count(output_effect) != 0);
+ ColorSpace current_color_space = output_color_space[output_effect];
+ if (current_color_space != output_format.color_space) {
+ ColorSpaceConversionEffect *colorspace_conversion = new ColorSpaceConversionEffect();
+ colorspace_conversion->set_int("source_space", current_color_space);
+ colorspace_conversion->set_int("destination_space", output_format.color_space);
+ std::vector<Effect *> inputs;
+ inputs.push_back(output_effect);
+ colorspace_conversion->add_self_to_effect_chain(this, inputs);
+ output_color_space[colorspace_conversion] = output_format.color_space;
+ output_effect = colorspace_conversion;
+ }
+ GammaCurve current_gamma_curve = output_gamma_curve[output_effect];
+ if (current_gamma_curve != output_format.gamma_curve) {
+ if (current_gamma_curve != GAMMA_LINEAR) {
+ output_effect = normalize_to_linear_gamma(output_effect);
+ current_gamma_curve = GAMMA_LINEAR;
+ }
+ GammaCompressionEffect *gamma_conversion = new GammaCompressionEffect();
+ gamma_conversion->set_int("destination_curve", output_format.gamma_curve);
+ std::vector<Effect *> inputs;
+ inputs.push_back(output_effect);
+ gamma_conversion->add_self_to_effect_chain(this, inputs);
+ output_gamma_curve[gamma_conversion] = output_format.gamma_curve;
+ output_effect = gamma_conversion;
}
+ // Construct all needed GLSL programs, starting at the output.
+ construct_glsl_programs(output_effect);
+
+ // If we have more than one phase, we need intermediate render-to-texture.
+ // Construct an FBO, and then as many textures as we need.
+ // We choose the simplest option of having one texture per output,
+ // since otherwise this turns into an (albeit simple)
+ // register allocation problem.
+ if (phases.size() > 1) {
+ glGenFramebuffers(1, &fbo);
+
+ for (unsigned i = 0; i < phases.size() - 1; ++i) {
+ Effect *output_effect = phases[i].effects.back();
+ GLuint temp_texture;
+ glGenTextures(1, &temp_texture);
+ check_error();
+ glBindTexture(GL_TEXTURE_2D, temp_texture);
+ check_error();
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
+ 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, NULL);
+ check_error();
+ effect_output_textures.insert(std::make_pair(output_effect, temp_texture));
+ }
+ }
+
+ for (unsigned i = 0; i < inputs.size(); ++i) {
+ inputs[i]->finalize();
+ }
+
+ finalized = true;
+}
+
+void EffectChain::render_to_screen()
+{
+ assert(finalized);
+
+ // Basic state.
glDisable(GL_BLEND);
check_error();
glDisable(GL_DEPTH_TEST);
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
- glBegin(GL_QUADS);
+ if (phases.size() > 1) {
+ glBindFramebuffer(GL_FRAMEBUFFER, fbo);
+ check_error();
+ }
- glTexCoord2f(0.0f, 1.0f);
- glVertex2f(0.0f, 0.0f);
+ std::set<Effect *> generated_mipmaps;
+ for (unsigned i = 0; i < inputs.size(); ++i) {
+ // Inputs generate their own mipmaps if they need to
+ // (see input.cpp).
+ generated_mipmaps.insert(inputs[i]);
+ }
- glTexCoord2f(1.0f, 1.0f);
- glVertex2f(1.0f, 0.0f);
+ for (unsigned phase = 0; phase < phases.size(); ++phase) {
+ glUseProgram(phases[phase].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);
+ Effect *input = phases[phase].inputs[sampler];
+ assert(effect_output_textures.count(input) != 0);
+ glBindTexture(GL_TEXTURE_2D, effect_output_textures[input]);
+ check_error();
+ if (phases[phase].input_needs_mipmaps) {
+ if (generated_mipmaps.count(input) == 0) {
+ glGenerateMipmap(GL_TEXTURE_2D);
+ check_error();
+ generated_mipmaps.insert(input);
+ }
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_NEAREST);
+ check_error();
+ } else {
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
+ check_error();
+ }
- glTexCoord2f(1.0f, 0.0f);
- glVertex2f(1.0f, 1.0f);
+ assert(effect_ids.count(input));
+ std::string texture_name = std::string("tex_") + effect_ids[input];
+ glUniform1i(glGetUniformLocation(phases[phase].glsl_program_num, texture_name.c_str()), sampler);
+ check_error();
+ }
- glTexCoord2f(0.0f, 0.0f);
- glVertex2f(0.0f, 1.0f);
+ // And now the output.
+ if (phase == phases.size() - 1) {
+ // Last phase goes directly to the screen.
+ glBindFramebuffer(GL_FRAMEBUFFER, 0);
+ check_error();
+ } else {
+ Effect *last_effect = phases[phase].effects.back();
+ assert(effect_output_textures.count(last_effect) != 0);
+ glFramebufferTexture2D(
+ GL_FRAMEBUFFER,
+ GL_COLOR_ATTACHMENT0,
+ GL_TEXTURE_2D,
+ effect_output_textures[last_effect],
+ 0);
+ check_error();
+ }
- glEnd();
- check_error();
+ // Give the required parameters to all the effects.
+ unsigned sampler_num = phases[phase].inputs.size();
+ for (unsigned i = 0; i < phases[phase].effects.size(); ++i) {
+ Effect *effect = phases[phase].effects[i];
+ effect->set_gl_state(phases[phase].glsl_program_num, effect_ids[effect], &sampler_num);
+ }
+
+ // Now draw!
+ glBegin(GL_QUADS);
+
+ glTexCoord2f(0.0f, 0.0f);
+ glVertex2f(0.0f, 0.0f);
+
+ glTexCoord2f(1.0f, 0.0f);
+ glVertex2f(1.0f, 0.0f);
+
+ glTexCoord2f(1.0f, 1.0f);
+ glVertex2f(1.0f, 1.0f);
+
+ glTexCoord2f(0.0f, 1.0f);
+ glVertex2f(0.0f, 1.0f);
+
+ glEnd();
+ check_error();
+
+ for (unsigned i = 0; i < phases[phase].effects.size(); ++i) {
+ Effect *effect = phases[phase].effects[i];
+ effect->clear_gl_state();
+ }
+ }
}