#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, 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);
+ Input *add_input(const ImageFormat &format);
// The returned pointer is owned by EffectChain.
Effect *add_effect(EffectId effect) {
- return add_effect(effect, get_last_added_effect());
+ return add_effect(effect, last_added_effect());
}
Effect *add_effect(EffectId effect, Effect *input) {
std::vector<Effect *> inputs;
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;
- unsigned start, end;
+ 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);
- // Create a GLSL program computing effects [start, end>.
- Phase compile_glsl_program(unsigned start_index, unsigned end_index);
+ 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 *output);
unsigned width, height;
- ImageFormat input_format, output_format;
+ ImageFormat output_format;
std::vector<Effect *> effects;
- std::multimap<Effect *, Effect *> outgoing_links;
- std::multimap<Effect *, Effect *> incoming_links;
- Effect *last_added_effect;
-
- GLuint source_image_num;
- bool use_srgb_texture_format;
+ 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;
GLuint fbo;
- GLuint temp_textures[2];
-
std::vector<Phase> phases;
GLenum format, bytes_per_pixel;