1 #include <msp/core/maputils.h>
4 #include "framebuffer.h"
7 #include "postprocessor.h"
8 #include "renderbuffer.h"
11 #include "texture2d.h"
19 Pipeline::Pipeline(unsigned w, unsigned h, bool d)
25 Pipeline::Pipeline(const View &view)
27 init(view.get_width(), view.get_height());
30 Pipeline::Pipeline(const Framebuffer &fbo)
32 init(fbo.get_width(), fbo.get_height());
35 void Pipeline::init(unsigned w, unsigned h)
54 void Pipeline::set_hdr(bool h)
72 void Pipeline::set_multisample(unsigned s)
77 unsigned old_samples = samples;
85 samples = old_samples;
90 void Pipeline::set_camera(const Camera *c)
95 Pipeline::Pass &Pipeline::add_pass(const Tag &tag)
97 passes.push_back(Pass(tag, 0));
101 void Pipeline::add_renderable(Renderable &r)
103 for(vector<Slot>::iterator i=renderables.begin(); i!=renderables.end(); ++i)
104 if(i->renderable==&r)
110 renderables.push_back(&r);
113 void Pipeline::add_renderable_for_pass(Renderable &r, const Tag &tag)
115 for(vector<Slot>::iterator i=renderables.begin(); i!=renderables.end(); ++i)
116 if(i->renderable==&r)
118 i->passes.insert(tag);
122 renderables.push_back(&r);
123 renderables.back().passes.insert(tag);
126 void Pipeline::remove_renderable(Renderable &r)
128 for(vector<Slot>::iterator i=renderables.begin(); i!=renderables.end(); ++i)
129 if(i->renderable==&r)
131 renderables.erase(i);
136 Pipeline::Pass &Pipeline::add_pass(const Tag &tag, Renderable &r)
138 passes.push_back(Pass(tag, &r));
139 return passes.back();
142 void Pipeline::add_postprocessor(PostProcessor &pp)
144 add_postprocessor(&pp, true);
147 void Pipeline::add_postprocessor_owned(PostProcessor *pp)
149 add_postprocessor(pp, false);
152 void Pipeline::add_postprocessor(PostProcessor *pp, bool keep)
154 postproc.push_back(pp);
156 postproc.back().keep();
168 void Pipeline::setup_frame(Renderer &renderer)
170 for(PassList::const_iterator i=passes.begin(); i!=passes.end(); ++i)
171 if(Renderable *renderable = i->get_renderable())
172 renderable->setup_frame(renderer);
173 for(vector<Slot>::const_iterator i=renderables.begin(); i!=renderables.end(); ++i)
174 i->renderable->setup_frame(renderer);
177 void Pipeline::finish_frame()
179 for(PassList::const_iterator i=passes.begin(); i!=passes.end(); ++i)
180 if(Renderable *renderable = i->get_renderable())
181 renderable->finish_frame();
182 for(vector<Slot>::const_iterator i=renderables.begin(); i!=renderables.end(); ++i)
183 i->renderable->finish_frame();
186 void Pipeline::render()
188 Renderer renderer(camera);
189 setup_frame(renderer);
194 void Pipeline::render(Renderer &renderer, const Tag &tag) const
199 const Framebuffer *out_fbo = Framebuffer::current();
200 // These are no-ops but will ensure the related state gets restored
201 BindRestore restore_fbo(out_fbo);
202 BindRestore restore_depth_test(DepthTest::current());
203 BindRestore restore_blend(Blend::current());
207 Framebuffer &fbo = (samples ? target_ms : target[0])->get_framebuffer();
209 fbo.clear(COLOR_BUFFER_BIT|DEPTH_BUFFER_BIT);
212 for(PassList::const_iterator i=passes.begin(); i!=passes.end(); ++i)
214 if(const DepthTest *dt = i->get_depth_test())
219 if(const Blend *b = i->get_blend())
224 renderer.set_lighting(i->get_lighting());
225 renderer.set_clipping(i->get_clipping());
227 if(const Renderable *renderable = i->get_renderable())
228 renderer.render(*renderable, i->get_tag());
230 for(vector<Slot>::const_iterator j=renderables.begin(); j!=renderables.end(); ++j)
231 if(j->passes.empty() || j->passes.count(i->get_tag()))
232 renderer.render(*j->renderable, i->get_tag());
241 target[0]->blit_from(*target_ms);
243 for(unsigned i=0; i<postproc.size(); ++i)
246 if(i+1<postproc.size())
247 target[1-j]->get_framebuffer().bind();
250 const Texture2D &color = target[j]->get_target_texture(RENDER_COLOR);
251 const Texture2D &depth = target[j]->get_target_texture(RENDER_DEPTH);
252 postproc[i]->render(renderer, color, depth);
257 void Pipeline::create_targets(unsigned recreate)
272 PixelFormat color_pf = (hdr ? RGB16F : RGB);
273 RenderTargetFormat fmt = (RENDER_COLOR,color_pf, RENDER_DEPTH);
274 if(!postproc.empty() || samples)
277 target[0] = new RenderTarget(width, height, fmt);
278 if(!target[1] && postproc.size()>1)
279 target[1] = new RenderTarget(width, height, fmt);
282 if(!target_ms && samples)
283 target_ms = new RenderTarget(width, height, samples, fmt);
287 Pipeline::Pass::Pass(const Tag &t, Renderable *r):
296 void Pipeline::Pass::set_lighting(const Lighting *l)
301 void Pipeline::Pass::set_depth_test(const DepthTest *d)
306 void Pipeline::Pass::set_blend(const Blend *b)
311 void Pipeline::Pass::set_clipping(const Clipping *c)
317 Pipeline::Slot::Slot(Renderable *r):