#include <vector>
#include "effect.h"
-#include "effect_id.h"
#include "image_format.h"
#include "input.h"
+class EffectChain;
+class Phase;
+
+// A node in the graph; basically an effect and some associated information.
+class Node {
+public:
+ Effect *effect;
+
+ // Edges in the graph (forward and backward).
+ std::vector<Node *> outgoing_links;
+ std::vector<Node *> incoming_links;
+
+private:
+ // Identifier used to create unique variables in GLSL.
+ std::string effect_id;
+
+ // If output goes to RTT (otherwise, none of these are set).
+ // The Phsae pointer is a but ugly; we should probably fix so
+ // that Phase takes other phases as inputs, instead of Node.
+ GLuint output_texture;
+ unsigned output_texture_width, output_texture_height;
+ Phase *phase;
+
+ // Used during the building of the effect chain.
+ ColorSpace output_color_space;
+ GammaCurve output_gamma_curve;
+
+ friend class EffectChain;
+};
+
+// A rendering phase; a single GLSL program rendering a single quad.
+struct Phase {
+ GLint glsl_program_num;
+ bool input_needs_mipmaps;
+
+ // Inputs are only inputs from other phases (ie., those that come from RTT);
+ // input textures are not counted here.
+ std::vector<Node *> inputs;
+
+ std::vector<Node *> effects; // In order.
+ unsigned output_width, output_height;
+};
+
class EffectChain {
public:
EffectChain(unsigned width, unsigned height);
// User API:
// input, effects, output, finalize need to come in that specific order.
- Input *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) {
+ // 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 render_to_screen();
Effect *last_added_effect() {
- if (effects.empty()) {
+ if (nodes.empty()) {
return NULL;
} else {
- return effects.back();
+ return nodes.back()->effect;
}
}
private:
- struct Phase {
- GLint glsl_program_num;
- bool input_needs_mipmaps;
- std::vector<Effect *> inputs; // Only from other phases; input textures are not counted here.
- std::vector<Effect *> effects; // In order.
- };
-
- void set_use_srgb_texture_format(Effect *effect);
- Effect *normalize_to_linear_gamma(Effect *input);
- Effect *normalize_to_srgb(Effect *input);
+ // Determine the preferred output size of a given phase.
+ // Requires that all input phases (if any) already have output sizes set.
+ void find_output_size(Phase *phase);
- void draw_vertex(float x, float y, const std::vector<Effect *> &inputs);
+ void find_all_nonlinear_inputs(Node *effect,
+ std::vector<Node *> *nonlinear_inputs,
+ std::vector<Node *> *intermediates);
+ Node *normalize_to_linear_gamma(Node *input);
+ Node *normalize_to_srgb(Node *input);
// Create a GLSL program computing the given effects in order.
- Phase compile_glsl_program(const std::vector<Effect *> &inputs, const std::vector<Effect *> &effects);
+ Phase *compile_glsl_program(const std::vector<Node *> &inputs,
+ const std::vector<Node *> &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 *output);
+ void construct_glsl_programs(Node *output);
unsigned width, height;
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;
+
+ std::vector<Node *> nodes;
+ std::map<Effect *, Node *> node_map;
+
+ std::vector<Input *> inputs; // Also contained in nodes.
GLuint fbo;
- std::vector<Phase> phases;
+ std::vector<Phase *> phases;
GLenum format, bytes_per_pixel;
bool finalized;
-
- // Used during the building of the effect chain.
- std::map<Effect *, ColorSpace> output_color_space;
- std::map<Effect *, GammaCurve> output_gamma_curve;
};
-
#endif // !defined(_EFFECT_CHAIN_H)