- // Requests that this effect adds itself to the given effect chain.
- // For most effects, the default will be fine, but for effects that
- // consist of multiple passes, it is often useful to replace this
- // with something that adds completely different things to the chain.
- virtual void add_self_to_effect_chain(EffectChain *graph, const std::vector<Effect *> &inputs);
+ // Let the effect rewrite the effect chain as it sees fit.
+ // Most effects won't need to do this, but this is very useful
+ // if you have an effect that consists of multiple sub-effects
+ // (for instance, two passes). The effect is given to its own
+ // pointer, and it can add new ones (by using add_node()
+ // and connect_node()) as it sees fit. This is called at
+ // EffectChain::finalize() time, when the entire graph is known,
+ // in the order that the effects were originally added.
+ //
+ // Note that if the effect wants to take itself entirely out
+ // of the chain, it must set “disabled” to true and then disconnect
+ // itself from all other effects.
+ virtual void rewrite_graph(EffectChain *graph, Node *self) {}