1 #ifndef MSP_GL_PIPELINE_H_
2 #define MSP_GL_PIPELINE_H_
6 #include "framebuffer.h"
7 #include "renderable.h"
8 #include "renderbuffer.h"
9 #include "rendertarget.h"
10 #include "texture2d.h"
24 Top-level content class. Typically a Pipeline is used as the content
25 Renderable for a View or effects such as ShadowMap or EnvironmentMap.
27 A Pipeline contains a sequence of passes. Each pass has a Renderable along
28 with Lighting, Clipping, DepthTest and Blend states. Scenes can be used to
29 organize Renderables within a pass.
31 PostProcessors can be applied after all of the passes in the Pipeline have been
32 rendered. Framebuffer objects are automatically used to pass render results to
33 the PostProcessors. High dynamic range and multisample rendering can be
34 requested for increased quality.
36 class Pipeline: public Renderable
43 const Lighting *lighting;
44 const DepthTest *depth_test;
46 const Clipping *clipping;
47 Renderable *renderable;
50 Pass(const Tag &, Renderable *);
52 const Tag &get_tag() const { return tag; }
54 void set_lighting(const Lighting *);
55 void set_depth_test(const DepthTest *);
56 void set_blend(const Blend *);
57 void set_clipping(const Clipping *);
58 const Lighting *get_lighting() const { return lighting; }
59 const DepthTest *get_depth_test() const { return depth_test; }
60 const Blend *get_blend() const { return blend; }
61 const Clipping *get_clipping() const { return clipping; }
62 Renderable *get_renderable() const { return renderable; }
68 Renderable *renderable;
74 typedef std::list<Pass> PassList;
78 std::vector<Slot> renderables;
79 std::vector<RefPtr<PostProcessor> > postproc;
85 RenderTarget *target[2];
86 RenderTarget *target_ms;
89 Pipeline(unsigned, unsigned, bool = false);
90 Pipeline(const View &);
91 Pipeline(const Framebuffer &);
93 void init(unsigned, unsigned);
97 /* Sets high dynamic range mode. Requires floating-point texture support.
98 A ColorCurve postprocessor is recommended for full benefit. */
101 /* Enable or disable alpha channel. When enabled, all render targets are
102 created with an RGBA pixel format instead of RGB. */
103 void set_alpha(bool);
105 void set_multisample(unsigned);
107 unsigned get_width() const { return width; }
108 unsigned get_height() const { return height; }
109 bool get_hdr() const { return hdr; }
110 unsigned get_multisample() const { return samples; }
112 /** Adds a pass to the pipeline. It's permissible to add the same
113 Renderable multiple times. */
114 Pass &add_pass(const Tag &, Renderable &);
116 /** Adds a postprocessor to the pipeline. */
117 void add_postprocessor(PostProcessor &);
119 /** Adds a postprocessor to the pipeline, transferring ownership. The
120 postprocessor will be deleted together with with pipeline. It is also
121 deleted if this call throws an exception. */
122 void add_postprocessor_owned(PostProcessor *);
125 void add_postprocessor(PostProcessor *, bool);
128 virtual void setup_frame(Renderer &);
129 virtual void finish_frame();
131 virtual void render(Renderer &, const Tag &tag = Tag()) const;
134 void create_targets(unsigned);