1 #include <msp/core/maputils.h>
4 #include "framebuffer.h"
6 #include "postprocessor.h"
17 Sequence::Sequence(unsigned w, unsigned h, const FrameFormat &f)
22 Sequence::Sequence(const View &view, const FrameFormat &f)
24 init(view.get_width(), view.get_height(), f);
27 Sequence::Sequence(const Framebuffer &fbo, const FrameFormat &f)
29 init(fbo.get_width(), fbo.get_height(), f);
32 void Sequence::init(unsigned w, unsigned h, const FrameFormat &f)
38 if(!target_format.empty())
40 FrameFormat postproc_fmt = target_format;
41 postproc_fmt.set_samples(1);
42 target[0] = new RenderTarget(width, height, postproc_fmt);
43 target[1] = new RenderTarget(width, height, postproc_fmt);
45 if(target_format.get_samples()>1)
46 target_ms = new RenderTarget(width, height, target_format);
60 for(PostProcStep &p: postproc)
68 Sequence::Step &Sequence::add_step(Tag tag, Renderable &r)
70 steps.push_back(Step(tag, &r));
74 void Sequence::add_postprocessor(PostProcessor &pp)
76 add_postprocessor(&pp, false);
79 void Sequence::add_postprocessor_owned(PostProcessor *pp)
81 add_postprocessor(pp, true);
84 void Sequence::add_postprocessor(PostProcessor *pp, bool owned)
86 if(target_format.empty())
90 throw invalid_operation("Sequence::add_postprocessor");
92 postproc.push_back(PostProcStep(pp, owned));
95 void Sequence::setup_frame(Renderer &renderer)
97 for(const Step &s: steps)
98 if(Renderable *renderable = s.get_renderable())
99 renderable->setup_frame(renderer);
102 void Sequence::finish_frame()
104 for(const Step &s: steps)
105 if(Renderable *renderable = s.get_renderable())
106 renderable->finish_frame();
109 void Sequence::render(Renderer &renderer, Tag tag) const
114 Renderer::Push _push(renderer);
116 const Framebuffer *out_fbo = renderer.get_framebuffer();
120 renderer.set_framebuffer(&(target_ms ? target_ms : target[0])->get_framebuffer());
124 for(const Step &s: steps)
126 Renderer::Push _push2(renderer);
128 renderer.set_depth_test(&s.get_depth_test());
129 renderer.set_stencil_test(&s.get_stencil_test());
130 renderer.set_blend(&s.get_blend());
132 if (const Lighting *lighting = s.get_lighting())
133 renderer.add_shader_data(lighting->get_shader_data());
134 renderer.set_clipping(s.get_clipping());
136 if(const Renderable *renderable = s.get_renderable())
137 renderer.render(*renderable, s.get_tag());
143 renderer.resolve_multisample(target[0]->get_framebuffer(), COLOR_BUFFER_BIT|DEPTH_BUFFER_BIT);
145 renderer.set_depth_test(0);
146 renderer.set_stencil_test(0);
147 renderer.set_blend(0);
149 for(unsigned i=0; i<postproc.size(); ++i)
152 renderer.set_framebuffer(i+1<postproc.size() ? &target[1-j]->get_framebuffer() : out_fbo);
153 const Texture2D &color = target[j]->get_target_texture(COLOR_ATTACHMENT);
154 const Texture2D &depth = target[j]->get_target_texture(DEPTH_ATTACHMENT);
155 postproc[i].postproc->render(renderer, color, depth);
160 void Sequence::set_debug_name(const string &name)
163 for(unsigned i=0; i<2; ++i)
165 target[i]->set_debug_name(format("%s [RT:%d]", name, i));
167 target_ms->set_debug_name(name+" [RT:ms]");
174 Sequence::Step::Step(Tag t, Renderable *r):
181 void Sequence::Step::set_lighting(const Lighting *l)
186 void Sequence::Step::set_depth_test(const DepthTest &dt)
191 void Sequence::Step::set_stencil_test(const StencilTest &st)
196 void Sequence::Step::set_blend(const Blend &b)
201 void Sequence::Step::set_clipping(const Clipping *c)