#include <vector>
#include "effect.h"
-#include "effect_id.h"
-
-enum PixelFormat { FORMAT_RGB, FORMAT_RGBA, FORMAT_BGR, FORMAT_BGRA };
-
-enum ColorSpace {
- COLORSPACE_sRGB = 0,
- COLORSPACE_REC_709 = 0, // Same as sRGB.
- COLORSPACE_REC_601_525 = 1,
- COLORSPACE_REC_601_625 = 2,
-};
-
-enum GammaCurve {
- GAMMA_LINEAR = 0,
- GAMMA_sRGB = 1,
- GAMMA_REC_601 = 2,
- GAMMA_REC_709 = 2, // Same as Rec. 601.
-};
-
-struct ImageFormat {
- PixelFormat pixel_format;
- ColorSpace color_space;
- GammaCurve gamma_curve;
-};
+#include "image_format.h"
+#include "input.h"
class EffectChain {
public:
// User API:
// input, effects, output, finalize need to come in that specific order.
- void add_input(const ImageFormat &format);
+ // EffectChain takes ownership of the given input.
+ // input is returned back for convenience.
+ Input *add_input(Input *input);
- // The returned pointer is owned by EffectChain.
- Effect *add_effect(EffectId effect) {
- return add_effect(effect, get_last_added_effect());
+ // EffectChain takes ownership of the given effect.
+ // effect is returned back for convenience.
+ Effect *add_effect(Effect *effect) {
+ return add_effect(effect, last_added_effect());
}
- Effect *add_effect(EffectId effect, Effect *input) {
+ Effect *add_effect(Effect *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) {
+ Effect *add_effect(Effect *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);
+ Effect *add_effect(Effect *effect, const std::vector<Effect *> &inputs);
// Similar to add_effect, but:
//
void finalize();
//void render(unsigned char *src, unsigned char *dst);
- void render_to_screen(unsigned char *src);
-
- Effect *get_last_added_effect() {
- return last_added_effect;
+ void render_to_screen();
+
+ 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 *> inputs; // Only from other phases; input textures are not counted here.
std::vector<Effect *> effects; // In order.
};
+ void find_all_nonlinear_inputs(Effect *effect,
+ std::vector<Input *> *nonlinear_inputs,
+ std::vector<Effect *> *intermediates);
Effect *normalize_to_linear_gamma(Effect *input);
Effect *normalize_to_srgb(Effect *input);
// 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);
+ void construct_glsl_programs(Effect *output);
unsigned width, height;
- ImageFormat input_format, output_format;
- std::vector<Effect *> effects, unexpanded_effects;
+ ImageFormat output_format;
+ std::vector<Effect *> effects;
+ std::vector<Input *> inputs; // Also contained in 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;
- Effect *last_added_effect;
-
- GLuint source_image_num;
- bool use_srgb_texture_format;
GLuint fbo;
std::vector<Phase> phases;