X-Git-Url: https://git.sesse.net/?a=blobdiff_plain;f=effect_chain.cpp;h=d45c2fc4f86ba5c76bad0aa0da52129f05f25b3d;hb=91c70600f2d0a6a42420ee98949cf182859b798f;hp=04b698f25bacecc29a03472910c6bfe5f22246d9;hpb=d4542f76df5d26843c68b1467e76722cffd801a1;p=movit diff --git a/effect_chain.cpp b/effect_chain.cpp index 04b698f..d45c2fc 100644 --- a/effect_chain.cpp +++ b/effect_chain.cpp @@ -14,6 +14,7 @@ #include "lift_gamma_gain_effect.h" #include "colorspace_conversion_effect.h" #include "saturation_effect.h" +#include "mirror_effect.h" #include "vignette_effect.h" #include "texture_enum.h" @@ -45,6 +46,8 @@ Effect *instantiate_effect(EffectId effect) return new LiftGammaGainEffect(); case EFFECT_SATURATION: return new SaturationEffect(); + case EFFECT_MIRROR: + return new MirrorEffect(); case EFFECT_VIGNETTE: return new VignetteEffect(); } @@ -156,24 +159,6 @@ void EffectChain::finalize() current_gamma_curve = output_format.gamma_curve; } - std::string vert_shader = read_file("header.vert"); - for (unsigned i = 0; i < effects.size(); ++i) { - char effect_id[256]; - sprintf(effect_id, "eff%d", i); - - vert_shader += "\n"; - vert_shader += std::string("#define FUNCNAME ") + effect_id + "\n"; - vert_shader += replace_prefix(effects[i]->output_convenience_uniforms(), effect_id); - vert_shader += replace_prefix(effects[i]->output_vertex_shader(), effect_id); - vert_shader += "#undef PREFIX\n"; - vert_shader += "#undef FUNCNAME\n"; - vert_shader += "#undef LAST_INPUT\n"; - vert_shader += std::string("#define LAST_INPUT ") + effect_id + "\n"; - vert_shader += "\n"; - } - vert_shader.append(read_file("footer.vert")); - printf("%s\n", vert_shader.c_str()); - std::string frag_shader = read_file("header.frag"); for (unsigned i = 0; i < effects.size(); ++i) { char effect_id[256]; @@ -193,7 +178,7 @@ void EffectChain::finalize() printf("%s\n", frag_shader.c_str()); glsl_program_num = glCreateProgram(); - GLuint vs_obj = compile_shader(vert_shader, GL_VERTEX_SHADER); + GLuint vs_obj = compile_shader(read_file("vs.vert"), GL_VERTEX_SHADER); GLuint fs_obj = compile_shader(frag_shader, GL_FRAGMENT_SHADER); glAttachShader(glsl_program_num, vs_obj); check_error();