}
frag_shader += std::string("#define INPUT ") + effects.back()->effect_id + "\n";
frag_shader.append(read_file("footer.frag"));
- printf("%s\n", frag_shader.c_str());
+
+ // Output shader to a temporary file, for easier debugging.
+ static int compiled_shader_num = 0;
+ char filename[256];
+ sprintf(filename, "chain-%03d.frag", compiled_shader_num++);
+ FILE *fp = fopen(filename, "w");
+ if (fp == NULL) {
+ perror(filename);
+ exit(1);
+ }
+ fprintf(fp, "%s\n", frag_shader.c_str());
+ fclose(fp);
GLuint glsl_program_num = glCreateProgram();
GLuint vs_obj = compile_shader(read_file("vs.vert"), GL_VERTEX_SHADER);
// This needs to be before everything else, since it could
// even apply to inputs (if they are the only effect).
if (node->outgoing_links.empty() &&
- node->output_gamma_curve != output_format.gamma_curve) {
+ node->output_gamma_curve != output_format.gamma_curve &&
+ node->output_gamma_curve != GAMMA_LINEAR) {
return true;
}
finalized = true;
}
-void EffectChain::render_to_screen()
+void EffectChain::render_to_fbo(GLuint fbo, unsigned width, unsigned height)
{
assert(finalized);
// Save original viewport.
- GLint viewport[4];
- glGetIntegerv(GL_VIEWPORT, viewport);
+ GLuint x = 0, y = 0;
+
+ if (width == 0 && height == 0) {
+ GLint viewport[4];
+ glGetIntegerv(GL_VIEWPORT, viewport);
+ x = viewport[0];
+ y = viewport[1];
+ width = viewport[2];
+ height = viewport[3];
+ }
// Basic state.
glDisable(GL_BLEND);
// And now the output.
if (phase == phases.size() - 1) {
- // Last phase goes directly to the screen.
- glBindFramebuffer(GL_FRAMEBUFFER, 0);
+ // Last phase goes to the output the user specified.
+ glBindFramebuffer(GL_FRAMEBUFFER, fbo);
check_error();
- glViewport(viewport[0], viewport[1], viewport[2], viewport[3]);
+ glViewport(x, y, width, height);
} else {
Node *output_node = phases[phase]->effects.back();
glFramebufferTexture2D(