1 #ifndef MSP_GL_SEQUENCE_H_
2 #define MSP_GL_SEQUENCE_H_
8 #include "framebuffer.h"
9 #include "renderable.h"
10 #include "renderbuffer.h"
11 #include "rendertarget.h"
12 #include "stenciltest.h"
13 #include "texture2d.h"
26 Top-level content class. Typically a Sequence is used as the content
27 Renderable for a View or effects such as ShadowMap or EnvironmentMap.
29 A Sequence consists of a number of steps. Each step is defined with a
30 Renderable and a tag to render it with and may also have Lighting, Clipping,
31 DepthTest and Blend states. Scenes can be used to further organize Renderables
34 PostProcessors can be applied after all of the steps in the Sequence have been
35 processed. Framebuffer objects are automatically used to pass render results
36 to the PostProcessors. High dynamic range and multisample rendering can be
37 requested for increased quality.
39 class Sequence: public Renderable
46 const Lighting *lighting;
48 StencilTest stencil_test;
50 const Clipping *clipping;
51 Renderable *renderable;
54 Step(Tag, Renderable *);
56 Tag get_tag() const { return tag; }
58 void set_lighting(const Lighting *);
59 void set_depth_test(const DepthTest &);
60 void set_stencil_test(const StencilTest &);
61 void set_blend(const Blend &);
62 void set_clipping(const Clipping *);
63 const Lighting *get_lighting() const { return lighting; }
64 const DepthTest &get_depth_test() const { return depth_test; }
65 const StencilTest &get_stencil_test() const { return stencil_test; }
66 const Blend &get_blend() const { return blend; }
67 const Clipping *get_clipping() const { return clipping; }
68 Renderable *get_renderable() const { return renderable; }
71 DEPRECATED typedef Step Pass;
76 PostProcessor *postproc;
79 PostProcStep(PostProcessor *pp, bool o): postproc(pp), owned(o) { }
82 std::vector<Step> steps;
84 std::vector<PostProcStep> postproc;
90 RenderTarget *target[2];
91 RenderTarget *target_ms;
92 std::string debug_name;
95 Sequence(unsigned, unsigned, bool = false);
96 Sequence(const View &);
97 Sequence(const Framebuffer &);
99 void init(unsigned, unsigned);
103 /* Sets high dynamic range mode. Requires floating-point texture support.
104 A ColorCurve postprocessor is recommended for full benefit. */
107 /* Enable or disable alpha channel. When enabled, all render targets are
108 created with an RGBA pixel format instead of RGB. */
109 void set_alpha(bool);
111 void set_multisample(unsigned);
113 unsigned get_width() const { return width; }
114 unsigned get_height() const { return height; }
115 bool get_hdr() const { return hdr; }
116 unsigned get_multisample() const { return samples; }
118 /** Adds a step to the sequence. It's permissible to add the same
119 Renderable multiple times. */
120 Step &add_step(Tag, Renderable &);
122 DEPRECATED Step &add_pass(Tag t, Renderable &r) { return add_step(t, r); }
124 /** Adds a postprocessor to the sequence. */
125 void add_postprocessor(PostProcessor &);
127 /** Adds a postprocessor to the sequence, transferring ownership. The
128 postprocessor will be deleted together with with sequence. It is also
129 deleted if this call throws an exception. */
130 void add_postprocessor_owned(PostProcessor *);
133 void add_postprocessor(PostProcessor *, bool);
136 virtual void setup_frame(Renderer &);
137 virtual void finish_frame();
139 virtual void render(Renderer &, Tag tag = Tag()) const;
142 void create_targets(unsigned);
145 void set_debug_name(const std::string &);
147 void set_target_debug_names();