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(