#include <string.h>
#include <assert.h>
#include "effect.h"
+#include "effect_chain.h"
#include "util.h"
#include <GL/gl.h>
params_tex_1d[key].needs_update = true;
}
+void Effect::add_self_to_effect_chain(EffectChain *chain, const std::vector<Effect *> &inputs)
+{
+ chain->add_effect_raw(this, inputs);
+}
+
// Output convenience uniforms for each parameter.
// These will be filled in per-frame.
std::string Effect::output_convenience_uniforms() const
return output;
}
-void Effect::set_uniforms(GLuint glsl_program_num, const std::string& prefix, unsigned *sampler_num)
+void Effect::set_gl_state(GLuint glsl_program_num, const std::string& prefix, unsigned *sampler_num)
{
for (std::map<std::string, float*>::const_iterator it = params_float.begin();
it != params_float.end();
set_uniform_vec3(glsl_program_num, prefix, it->first, it->second);
}
- for (std::map<std::string, Texture1D>::const_iterator it = params_tex_1d.begin();
+ for (std::map<std::string, Texture1D>::iterator it = params_tex_1d.begin();
it != params_tex_1d.end();
++it) {
glActiveTexture(GL_TEXTURE0 + *sampler_num);
if (it->second.needs_update) {
glTexImage1D(GL_TEXTURE_1D, 0, GL_LUMINANCE16F_ARB, it->second.size, 0, GL_LUMINANCE, GL_FLOAT, it->second.values);
check_error();
+ it->second.needs_update = false;
}
set_uniform_int(glsl_program_num, prefix, it->first, *sampler_num);
++*sampler_num;
}
}
+
+void Effect::clear_gl_state() {}