Phase *phase;
// Used during the building of the effect chain.
- ColorSpace output_color_space;
+ 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;
+ GLint glsl_program_num, vertex_shader, fragment_shader;
bool input_needs_mipmaps;
// Inputs are only inputs from other phases (ie., those that come from RTT);
class EffectChain {
public:
EffectChain(float aspect_nom, float aspect_denom); // E.g., 16.0f, 9.0f for 16:9.
+ ~EffectChain();
// User API:
// input, effects, output, finalize need to come in that specific order.
Effect *add_effect(Effect *effect, const std::vector<Effect *> &inputs);
void add_output(const ImageFormat &format);
+
+ // Set number of output bits, to scale the dither.
+ // 8 is the right value for most outputs.
+ // The default, 0, is a special value that means no dither.
+ void set_dither_bits(unsigned num_bits)
+ {
+ this->num_dither_bits = num_bits;
+ }
+
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()) {
void fix_internal_gamma_by_asking_inputs(unsigned step);
void fix_internal_gamma_by_inserting_nodes(unsigned step);
void fix_output_gamma();
+ void add_dither_if_needed();
float aspect_nom, aspect_denom;
ImageFormat output_format;
std::vector<Node *> nodes;
std::map<Effect *, Node *> node_map;
+ Effect *dither_effect;
std::vector<Input *> inputs; // Also contained in nodes.
GLuint fbo;
std::vector<Phase *> phases;
- GLenum format, bytes_per_pixel;
+ GLenum format;
+ unsigned bytes_per_pixel, num_dither_bits;
bool finalized;
};