delete nodes[i];
}
for (unsigned i = 0; i < phases.size(); ++i) {
+ glBindVertexArray(phases[i]->vao);
+ check_error();
+
+ cleanup_vertex_attribute(phases[i]->glsl_program_num, "position", phases[i]->position_vbo);
+ cleanup_vertex_attribute(phases[i]->glsl_program_num, "texcoord", phases[i]->texcoord_vbo);
+
+ glBindVertexArray(0);
+ check_error();
+
resource_pool->release_glsl_program(phases[i]->glsl_program_num);
delete phases[i];
}
frag_shader.append(read_file("footer.frag"));
phase->glsl_program_num = resource_pool->compile_glsl_program(read_file("vs.vert"), frag_shader);
+
+ // Prepare the geometry for the fullscreen quad used in this phase.
+ // (We have separate VAOs per shader, since the bindings can in theory
+ // be different.)
+ float vertices[] = {
+ 0.0f, 1.0f,
+ 0.0f, 0.0f,
+ 1.0f, 1.0f,
+ 1.0f, 0.0f
+ };
+
+ glGenVertexArrays(1, &phase->vao);
+ check_error();
+ glBindVertexArray(phase->vao);
+ check_error();
+
+ phase->position_vbo = fill_vertex_attribute(phase->glsl_program_num, "position", 2, GL_FLOAT, sizeof(vertices), vertices);
+ phase->texcoord_vbo = fill_vertex_attribute(phase->glsl_program_num, "texcoord", 2, GL_FLOAT, sizeof(vertices), vertices); // Same as vertices.
+
+ glBindVertexArray(0);
+ check_error();
}
// Construct GLSL programs, starting at the given effect and following
}
}
- // Now draw!
- float vertices[] = {
- 0.0f, 1.0f,
- 0.0f, 0.0f,
- 1.0f, 1.0f,
- 1.0f, 0.0f
- };
-
- GLuint vao;
- glGenVertexArrays(1, &vao);
- check_error();
- glBindVertexArray(vao);
+ glBindVertexArray(phases[phase]->vao);
check_error();
-
- GLuint position_vbo = fill_vertex_attribute(glsl_program_num, "position", 2, GL_FLOAT, sizeof(vertices), vertices);
- GLuint texcoord_vbo = fill_vertex_attribute(glsl_program_num, "texcoord", 2, GL_FLOAT, sizeof(vertices), vertices); // Same as vertices.
-
glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
check_error();
- cleanup_vertex_attribute(glsl_program_num, "position", position_vbo);
- cleanup_vertex_attribute(glsl_program_num, "texcoord", texcoord_vbo);
-
- glUseProgram(0);
- check_error();
-
for (unsigned i = 0; i < phases[phase]->effects.size(); ++i) {
Node *node = phases[phase]->effects[i];
node->effect->clear_gl_state();
}
-
- glDeleteVertexArrays(1, &vao);
- check_error();
}
for (map<Phase *, GLuint>::const_iterator texture_it = output_textures.begin();
glBindFramebuffer(GL_FRAMEBUFFER, 0);
check_error();
+ glBindVertexArray(0);
+ check_error();
+ glUseProgram(0);
+ check_error();
}
} // namespace movit
// Identifier used to create unique variables in GLSL.
// Unique per-phase to increase cacheability of compiled shaders.
std::map<Node *, std::string> effect_ids;
+
+ // The geometry needed to draw this quad, bound to the vertex array
+ // object. (Seemingly it's actually a win not to upload geometry every
+ // frame, even for something as small as a quad, due to fewer state
+ // changes.)
+ GLuint vao;
+ GLuint position_vbo, texcoord_vbo;
};
class EffectChain {