#ifndef _EFFECT_CHAIN_H
#define _EFFECT_CHAIN_H 1
+#include <set>
#include <vector>
#include "effect.h"
#include "effect_id.h"
-enum PixelFormat { FORMAT_RGB, FORMAT_RGBA };
+enum PixelFormat { FORMAT_RGB, FORMAT_RGBA, FORMAT_BGR, FORMAT_BGRA };
enum ColorSpace {
COLORSPACE_sRGB = 0,
public:
EffectChain(unsigned width, unsigned height);
+ // User API:
// input, effects, output, finalize need to come in that specific order.
void add_input(const ImageFormat &format);
// The returned pointer is owned by EffectChain.
- Effect *add_effect(EffectId effect);
+ Effect *add_effect(EffectId effect) {
+ return add_effect(effect, last_added_effect());
+ }
+ Effect *add_effect(EffectId effect, Effect *input) {
+ std::vector<Effect *> inputs;
+ inputs.push_back(input);
+ return add_effect(effect, inputs);
+ }
+ Effect *add_effect(EffectId effect, Effect *input1, Effect *input2) {
+ std::vector<Effect *> inputs;
+ inputs.push_back(input1);
+ inputs.push_back(input2);
+ return add_effect(effect, inputs);
+ }
+ Effect *add_effect(EffectId effect, const std::vector<Effect *> &inputs);
+
+ // Similar to add_effect, but:
+ //
+ // * Does not insert any normalizing effects.
+ // * Does not ask the effect to insert itself, so it won't work
+ // with meta-effects.
+ //
+ // We should really separate out these two “sides” of Effect in the
+ // type system soon.
+ void add_effect_raw(Effect *effect, const std::vector<Effect *> &inputs);
void add_output(const ImageFormat &format);
void finalize();
//void render(unsigned char *src, unsigned char *dst);
void render_to_screen(unsigned char *src);
+ Effect *last_added_effect() {
+ if (effects.empty()) {
+ return NULL;
+ } else {
+ return effects.back();
+ }
+ }
+
private:
+ struct Phase {
+ GLint glsl_program_num;
+ bool input_needs_mipmaps;
+ std::vector<Effect *> inputs;
+ std::vector<Effect *> effects; // In order.
+ };
+
+ Effect *normalize_to_linear_gamma(Effect *input);
+ Effect *normalize_to_srgb(Effect *input);
+
+ void draw_vertex(float x, float y, const std::vector<Effect *> &inputs);
+
+ // Create a GLSL program computing the given effects in order.
+ Phase compile_glsl_program(const std::vector<Effect *> &inputs, const std::vector<Effect *> &effects);
+
+ // Create all GLSL programs needed to compute the given effect, and all outputs
+ // that depends on it (whenever possible).
+ void construct_glsl_programs(Effect *start, std::set<Effect *> *completed_effects);
+
unsigned width, height;
ImageFormat input_format, output_format;
- std::vector<Effect *> effects;
+ std::vector<Effect *> effects, unexpanded_effects;
+ std::map<Effect *, std::string> effect_ids;
+ std::map<Effect *, GLuint> effect_output_textures;
+ std::map<Effect *, std::vector<Effect *> > outgoing_links;
+ std::map<Effect *, std::vector<Effect *> > incoming_links;
+
+ GLuint source_image_num;
+ bool use_srgb_texture_format;
+
+ GLuint fbo;
+ std::vector<Phase> phases;
- int glsl_program_num;
+ GLenum format, bytes_per_pixel;
bool finalized;
// Used during the building of the effect chain.
- ColorSpace current_color_space;
- GammaCurve current_gamma_curve;
+ std::map<Effect *, ColorSpace> output_color_space;
+ std::map<Effect *, GammaCurve> output_gamma_curve;
};