#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);
+ // 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 (nodes.empty()) {
+ return NULL;
+ } else {
+ return nodes.back()->effect;
+ }
}
private:
+ struct Phase;
+
+ // A node in the graph; basically an effect and some associated information.
+ struct Node {
+ Effect *effect;
+
+ // Identifier used to create unique variables in GLSL.
+ std::string effect_id;
+
+ // Edges in the graph (forward and backward).
+ std::vector<Node *> outgoing_links;
+ std::vector<Node *> incoming_links;
+
+ // 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;
+ };
+
+ // A rendering phase; a single GLSL program rendering a single quad.
struct Phase {
GLint glsl_program_num;
bool input_needs_mipmaps;
- unsigned start, end;
+
+ // 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;
};
- 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 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 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<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(Node *output);
unsigned width, height;
- ImageFormat input_format, output_format;
- std::vector<Effect *> effects;
- std::multimap<Effect *, Effect *> outgoing_links;
- std::multimap<Effect *, Effect *> incoming_links;
- Effect *last_added_effect;
+ ImageFormat output_format;
- GLuint source_image_num;
- bool use_srgb_texture_format;
+ std::vector<Node *> nodes;
+ std::map<Effect *, Node *> node_map;
- GLuint fbo;
- GLuint temp_textures[2];
+ std::vector<Input *> inputs; // Also contained in nodes.
- std::vector<Phase> phases;
+ GLuint fbo;
+ 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;
};