1 #include <msp/core/maputils.h>
4 #include "framebuffer.h"
7 #include "postprocessor.h"
8 #include "renderbuffer.h"
11 #include "texture2d.h"
18 Pipeline::Pipeline(unsigned w, unsigned h, bool d):
37 void Pipeline::set_hdr(bool h)
55 void Pipeline::set_multisample(unsigned s)
60 unsigned old_samples = samples;
68 samples = old_samples;
73 void Pipeline::set_camera(const Camera *c)
78 Pipeline::Pass &Pipeline::add_pass(const Tag &tag)
80 passes.push_back(Pass(tag, 0));
84 void Pipeline::add_renderable(Renderable &r)
86 for(vector<Slot>::iterator i=renderables.begin(); i!=renderables.end(); ++i)
93 renderables.push_back(&r);
96 void Pipeline::add_renderable_for_pass(Renderable &r, const Tag &tag)
98 for(vector<Slot>::iterator i=renderables.begin(); i!=renderables.end(); ++i)
101 i->passes.insert(tag);
105 renderables.push_back(&r);
106 renderables.back().passes.insert(tag);
109 void Pipeline::remove_renderable(Renderable &r)
111 for(vector<Slot>::iterator i=renderables.begin(); i!=renderables.end(); ++i)
112 if(i->renderable==&r)
114 renderables.erase(i);
119 Pipeline::Pass &Pipeline::add_pass(const Tag &tag, Renderable &r)
121 passes.push_back(Pass(tag, &r));
122 return passes.back();
125 void Pipeline::add_postprocessor(PostProcessor &pp)
127 postproc.push_back(&pp);
139 void Pipeline::setup_frame(Renderer &renderer)
141 for(PassList::const_iterator i=passes.begin(); i!=passes.end(); ++i)
142 if(Renderable *renderable = i->get_renderable())
143 renderable->setup_frame(renderer);
144 for(vector<Slot>::const_iterator i=renderables.begin(); i!=renderables.end(); ++i)
145 i->renderable->setup_frame(renderer);
148 void Pipeline::finish_frame()
150 for(PassList::const_iterator i=passes.begin(); i!=passes.end(); ++i)
151 if(Renderable *renderable = i->get_renderable())
152 renderable->finish_frame();
153 for(vector<Slot>::const_iterator i=renderables.begin(); i!=renderables.end(); ++i)
154 i->renderable->finish_frame();
157 void Pipeline::render()
159 Renderer renderer(camera);
160 setup_frame(renderer);
165 void Pipeline::render(Renderer &renderer, const Tag &tag) const
170 const Framebuffer *out_fbo = Framebuffer::current();
171 // These is a no-ops but will ensure the related state gets restored
172 BindRestore restore_fbo(out_fbo);
173 BindRestore restore_depth_test(DepthTest::current());
174 BindRestore restore_blend(Blend::current());
178 Framebuffer &fbo = (samples ? target_ms : target[0])->get_framebuffer();
180 fbo.clear(COLOR_BUFFER_BIT|DEPTH_BUFFER_BIT);
184 for(PassList::const_iterator i=passes.begin(); i!=passes.end(); ++i)
186 if(const DepthTest *dt = i->get_depth_test())
191 if(const Blend *b = i->get_blend())
196 renderer.set_lighting(i->get_lighting());
197 renderer.set_clipping(i->get_clipping());
199 if(const Renderable *renderable = i->get_renderable())
200 renderer.render(*renderable, i->get_tag());
202 for(vector<Slot>::const_iterator j=renderables.begin(); j!=renderables.end(); ++j)
203 if(j->passes.empty() || j->passes.count(i->get_tag()))
204 renderer.render(*j->renderable, i->get_tag());
213 target[0]->blit_from(*target_ms);
215 for(unsigned i=0; i<postproc.size(); ++i)
218 if(i+1<postproc.size())
219 target[1-j]->get_framebuffer().bind();
222 const Texture2D &color = target[j]->get_target_texture(RENDER_COLOR);
223 const Texture2D &depth = target[j]->get_target_texture(RENDER_DEPTH);
224 postproc[i]->render(renderer, color, depth);
229 void Pipeline::create_targets(unsigned recreate)
244 PixelFormat color_pf = (hdr ? RGB16F : RGB);
245 RenderTargetFormat fmt = (RENDER_COLOR,color_pf, RENDER_DEPTH);
246 if(!postproc.empty() || samples)
249 target[0] = new RenderTarget(width, height, fmt);
250 if(!target[1] && postproc.size()>1)
251 target[1] = new RenderTarget(width, height, fmt);
254 if(!target_ms && samples)
255 target_ms = new RenderTarget(width, height, samples, fmt);
259 Pipeline::Pass::Pass(const Tag &t, Renderable *r):
268 void Pipeline::Pass::set_lighting(const Lighting *l)
273 void Pipeline::Pass::set_depth_test(const DepthTest *d)
278 void Pipeline::Pass::set_blend(const Blend *b)
283 void Pipeline::Pass::set_clipping(const Clipping *c)
289 Pipeline::Slot::Slot(Renderable *r):