X-Git-Url: https://git.sesse.net/?a=blobdiff_plain;f=effect_chain.cpp;h=f324d1d9c7e4bf8c5b1da66fba861de9276da061;hb=d4f00f9f47a0efaefabaf1efa1a0e214eeecca67;hp=e6ba841ad6bd4737bc3a506384963233311c0678;hpb=edb0700c0a8ea225ce9add1cb4f70d42af6de381;p=movit diff --git a/effect_chain.cpp b/effect_chain.cpp index e6ba841..f324d1d 100644 --- a/effect_chain.cpp +++ b/effect_chain.cpp @@ -80,13 +80,9 @@ Node *EffectChain::add_node(Effect *effect) assert(nodes[i]->effect != effect); } - char effect_id[256]; - sprintf(effect_id, "eff%u", (unsigned)nodes.size()); - Node *node = new Node; node->effect = effect; node->disabled = false; - node->effect_id = effect_id; node->output_color_space = COLORSPACE_INVALID; node->output_gamma_curve = GAMMA_INVALID; node->output_alpha_type = ALPHA_INVALID; @@ -224,6 +220,7 @@ Phase *EffectChain::compile_glsl_program( const std::vector &inputs, const std::vector &effects) { + Phase *phase = new Phase; assert(!effects.empty()); // Deduplicate the inputs. @@ -237,10 +234,13 @@ Phase *EffectChain::compile_glsl_program( // Create functions for all the texture inputs that we need. for (unsigned i = 0; i < true_inputs.size(); ++i) { Node *input = true_inputs[i]; + char effect_id[256]; + sprintf(effect_id, "in%u", i); + phase->effect_ids.insert(std::make_pair(input, effect_id)); - frag_shader += std::string("uniform sampler2D tex_") + input->effect_id + ";\n"; - frag_shader += std::string("vec4 ") + input->effect_id + "(vec2 tc) {\n"; - frag_shader += "\treturn texture2D(tex_" + input->effect_id + ", tc);\n"; + frag_shader += std::string("uniform sampler2D tex_") + effect_id + ";\n"; + frag_shader += std::string("vec4 ") + effect_id + "(vec2 tc) {\n"; + frag_shader += "\treturn texture2D(tex_" + std::string(effect_id) + ", tc);\n"; frag_shader += "}\n"; frag_shader += "\n"; } @@ -249,21 +249,24 @@ Phase *EffectChain::compile_glsl_program( for (unsigned i = 0; i < sorted_effects.size(); ++i) { Node *node = sorted_effects[i]; + char effect_id[256]; + sprintf(effect_id, "eff%u", i); + phase->effect_ids.insert(std::make_pair(node, effect_id)); if (node->incoming_links.size() == 1) { - frag_shader += std::string("#define INPUT ") + node->incoming_links[0]->effect_id + "\n"; + frag_shader += std::string("#define INPUT ") + phase->effect_ids[node->incoming_links[0]] + "\n"; } else { for (unsigned j = 0; j < node->incoming_links.size(); ++j) { char buf[256]; - sprintf(buf, "#define INPUT%d %s\n", j + 1, node->incoming_links[j]->effect_id.c_str()); + sprintf(buf, "#define INPUT%d %s\n", j + 1, phase->effect_ids[node->incoming_links[j]].c_str()); frag_shader += buf; } } frag_shader += "\n"; - frag_shader += std::string("#define FUNCNAME ") + node->effect_id + "\n"; - frag_shader += replace_prefix(node->effect->output_convenience_uniforms(), node->effect_id); - frag_shader += replace_prefix(node->effect->output_fragment_shader(), node->effect_id); + frag_shader += std::string("#define FUNCNAME ") + effect_id + "\n"; + frag_shader += replace_prefix(node->effect->output_convenience_uniforms(), effect_id); + frag_shader += replace_prefix(node->effect->output_fragment_shader(), effect_id); frag_shader += "#undef PREFIX\n"; frag_shader += "#undef FUNCNAME\n"; if (node->incoming_links.size() == 1) { @@ -285,10 +288,9 @@ Phase *EffectChain::compile_glsl_program( CHECK(node->effect->set_int("needs_mipmaps", input_needs_mipmaps)); } } - frag_shader += std::string("#define INPUT ") + sorted_effects.back()->effect_id + "\n"; + frag_shader += std::string("#define INPUT ") + phase->effect_ids[sorted_effects.back()] + "\n"; frag_shader.append(read_file("footer.frag")); - Phase *phase = new Phase; phase->glsl_program_num = resource_pool->compile_glsl_program(read_file("vs.vert"), frag_shader); phase->input_needs_mipmaps = input_needs_mipmaps; phase->inputs = true_inputs; @@ -1537,7 +1539,7 @@ void EffectChain::render_to_fbo(GLuint dest_fbo, unsigned width, unsigned height check_error(); } - std::string texture_name = std::string("tex_") + input->effect_id; + std::string texture_name = std::string("tex_") + phases[phase]->effect_ids[input]; glUniform1i(glGetUniformLocation(phases[phase]->glsl_program_num, texture_name.c_str()), sampler); check_error(); } @@ -1572,7 +1574,7 @@ void EffectChain::render_to_fbo(GLuint dest_fbo, unsigned width, unsigned height unsigned sampler_num = phases[phase]->inputs.size(); for (unsigned i = 0; i < phases[phase]->effects.size(); ++i) { Node *node = phases[phase]->effects[i]; - node->effect->set_gl_state(phases[phase]->glsl_program_num, node->effect_id, &sampler_num); + node->effect->set_gl_state(phases[phase]->glsl_program_num, phases[phase]->effect_ids[node], &sampler_num); check_error(); }