#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;
+ bool disabled;
+
+ // 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;
+
+ // 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 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;
+ 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);
+ EffectChain(float aspect_nom, float aspect_denom); // E.g., 16.0f, 9.0f for 16:9.
// 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);
-
- // 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);
+ Effect *add_effect(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();
+ 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 (effects.empty()) {
+ if (nodes.empty()) {
return NULL;
} else {
- return effects.back();
+ return nodes.back()->effect;
}
}
+ // API for manipulating the graph directly. Intended to be used from
+ // effects and by EffectChain itself.
+ //
+ // Note that for nodes with multiple inputs, the order of calls to
+ // connect_nodes() will matter.
+ Node *add_node(Effect *effect);
+ void connect_nodes(Node *sender, Node *receiver);
+ void replace_receiver(Node *old_receiver, Node *new_receiver);
+ void replace_sender(Node *new_sender, Node *receiver);
+ void insert_node_between(Node *sender, Node *middle, Node *receiver);
+
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.
- };
+ // Fits a rectangle of the given size to the current aspect ratio
+ // (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);
- 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);
+ // Find all inputs eventually feeding into this effect that have
+ // output gamma different from GAMMA_LINEAR.
+ void find_all_nonlinear_inputs(Node *effect, std::vector<Node *> *nonlinear_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);
+ 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 *start, std::set<Effect *> *completed_effects);
+ void construct_glsl_programs(Node *output);
+
+ // Output the current graph to the given file in a Graphviz-compatible format;
+ // only useful for debugging.
+ void output_dot(const char *filename);
+
+ // Some of the graph algorithms assume that the nodes array is sorted
+ // topologically (inputs are always before outputs), but some operations
+ // (like graph rewriting) can change that. This function restores that order.
+ void sort_nodes_topologically();
+ void topological_sort_visit_node(Node *node, std::set<Node *> *visited_nodes, std::vector<Node *> *sorted_list);
- unsigned width, height;
+ // Used during finalize().
+ void propagate_gamma_and_color_space();
+ Node *find_output_node();
+
+ bool node_needs_colorspace_fix(Node *node);
+ void fix_internal_color_spaces();
+ void fix_output_color_space();
+
+ bool node_needs_gamma_fix(Node *node);
+ void fix_internal_gamma_by_asking_inputs(unsigned step);
+ void fix_internal_gamma_by_inserting_nodes(unsigned step);
+ void fix_output_gamma();
+
+ float aspect_nom, aspect_denom;
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)