// Identifier used to create unique variables in GLSL.
std::string effect_id;
+ // Logical size of the output of this effect, ie. the resolution
+ // you would get if you sampled it as a texture. If it is undefined
+ // (since the inputs differ in resolution), it will be 0x0.
+ // If both this and output_texture_{width,height} are set,
+ // they will be equal.
+ unsigned output_width, output_height;
+
// If output goes to RTT (otherwise, none of these are set).
- // The Phsae pointer is a but ugly; we should probably fix so
+ // The Phase 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;
void finalize();
//void render(unsigned char *src, unsigned char *dst);
- void render_to_screen();
+ void render_to_screen()
+ {
+ render_to_fbo(0, 0, 0);
+ }
+
+ // Render the effect chain to the given FBO. If width=height=0, keeps
+ // the current viewport.
+ void render_to_fbo(GLuint fbo, unsigned width, unsigned height);
Effect *last_added_effect() {
if (nodes.empty()) {
// (aspect_nom/aspect_denom) and returns the new width and height.
unsigned fit_rectangle_to_aspect(unsigned width, unsigned height);
+ // Compute the input sizes for all inputs for all effects in a given phase,
+ // and inform the effects about the results.
+ void inform_input_sizes(Phase *phase);
+
// 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);