#include "saturation_effect.h"
#include "mirror_effect.h"
#include "vignette_effect.h"
-#include "texture_enum.h"
EffectChain::EffectChain(unsigned width, unsigned height)
: width(width), height(height), use_srgb_texture_format(false), finalized(false) {}
memset(mapped_pbo, 0, width * height * bytes_per_pixel);
glUnmapBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB);
- glBindTexture(GL_TEXTURE_2D, SOURCE_IMAGE);
+ glGenTextures(1, &source_image_num);
+ check_error();
+ glBindTexture(GL_TEXTURE_2D, 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));
check_error();
// Re-upload the texture from the PBO.
glActiveTexture(GL_TEXTURE0);
check_error();
- glBindTexture(GL_TEXTURE_2D, SOURCE_IMAGE);
+ glBindTexture(GL_TEXTURE_2D, source_image_num);
check_error();
glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, width, height, format, GL_UNSIGNED_BYTE, BUFFER_OFFSET(0));
check_error();
check_error();
glUniform1i(glGetUniformLocation(glsl_program_num, "input_tex"), 0);
+ unsigned sampler_num = 1;
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);
+ effects[i]->set_uniforms(glsl_program_num, effect_id, &sampler_num);
}
glDisable(GL_BLEND);