height(h),
hdr(d),
samples(0),
- target_ms(0)
+ target_ms(0),
+ in_frame(false)
{
target[0] = 0;
target[1] = 0;
void Pipeline::set_hdr(bool h)
{
+ if(h==hdr)
+ return;
+
+ bool old_hdr= hdr;
hdr = h;
- create_targets(true);
+ try
+ {
+ create_targets(2);
+ }
+ catch(...)
+ {
+ hdr = old_hdr;
+ throw;
+ }
}
void Pipeline::set_multisample(unsigned s)
{
+ if(s==samples)
+ return;
+
+ unsigned old_samples = samples;
samples = s;
- create_targets(false);
+ try
+ {
+ create_targets(1);
+ }
+ catch(...)
+ {
+ samples = old_samples;
+ throw;
+ }
}
void Pipeline::set_camera(const Camera *c)
Pipeline::Pass &Pipeline::add_pass(const Tag &tag)
{
- passes.push_back(Pass(tag));
+ passes.push_back(Pass(tag, 0));
return passes.back();
}
}
}
+Pipeline::Pass &Pipeline::add_pass(const Tag &tag, const Renderable &r)
+{
+ passes.push_back(Pass(tag, &r));
+ return passes.back();
+}
+
void Pipeline::add_postprocessor(PostProcessor &pp)
{
postproc.push_back(&pp);
- create_targets(false);
+ try
+ {
+ create_targets(0);
+ }
+ catch(...)
+ {
+ postproc.pop_back();
+ throw;
+ }
+}
+
+void Pipeline::setup_frame() const
+{
+ in_frame = true;
+ for(PassList::const_iterator i=passes.begin(); i!=passes.end(); ++i)
+ if(const Renderable *renderable = i->get_renderable())
+ renderable->setup_frame();
+ for(vector<Slot>::const_iterator i=renderables.begin(); i!=renderables.end(); ++i)
+ i->renderable->setup_frame();
+}
+
+void Pipeline::finish_frame() const
+{
+ in_frame = false;
+ for(PassList::const_iterator i=passes.begin(); i!=passes.end(); ++i)
+ if(const Renderable *renderable = i->get_renderable())
+ renderable->finish_frame();
+ for(vector<Slot>::const_iterator i=renderables.begin(); i!=renderables.end(); ++i)
+ i->renderable->finish_frame();
}
void Pipeline::render(const Tag &tag) const
if(tag.id)
return;
+ bool was_in_frame = in_frame;
+ if(!in_frame)
+ setup_frame();
+
+ const Framebuffer *out_fbo = Framebuffer::current();
+ // This is a no-op but will ensure the FBO binding gets restored
+ BindRestore restore_fbo(out_fbo);
+
if(target[0])
{
Framebuffer &fbo = (samples ? target_ms->fbo : target[0]->fbo);
- // XXX exception safety
fbo.bind();
fbo.clear(COLOR_BUFFER_BIT|DEPTH_BUFFER_BIT);
}
{
Bind bind_depth_test(i->get_depth_test());
Bind bind_blend(i->get_blend());
- Bind bind_lighting(i->get_lighting());
+ renderer.set_lighting(i->get_lighting());
+ renderer.set_clipping(i->get_clipping());
+
+ if(const Renderable *renderable = i->get_renderable())
+ renderer.render(*renderable, i->get_tag());
for(vector<Slot>::const_iterator j=renderables.begin(); j!=renderables.end(); ++j)
if(j->passes.empty() || j->passes.count(i->get_tag()))
renderer.render(*j->renderable, i->get_tag());
}
+ renderer.end();
+
if(target[0])
{
if(samples)
if(i+1<postproc.size())
target[1-j]->fbo.bind();
else
- Framebuffer::unbind();
+ out_fbo->bind();
postproc[i]->render(target[j]->color, target[j]->depth);
}
-
- Framebuffer::unbind();
}
+
+ if(!was_in_frame)
+ finish_frame();
}
-void Pipeline::create_targets(bool recreate)
+void Pipeline::create_targets(unsigned recreate)
{
- if(recreate)
+ if(recreate>=2)
{
delete target[0];
delete target[1];
- delete target_ms;
target[0] = 0;
target[1] = 0;
+ }
+ if(recreate>=1)
+ {
+ delete target_ms;
target_ms = 0;
}
PixelFormat fmt = (hdr ? RGB16F : RGB);
- if(!target[0])
- target[0] = new RenderTarget(width, height, fmt);
- if(!target[1] && postproc.size()>1)
- target[1] = new RenderTarget(width, height, fmt);
+ if(!postproc.empty() || samples)
+ {
+ if(!target[0])
+ target[0] = new RenderTarget(width, height, fmt);
+ if(!target[1] && postproc.size()>1)
+ target[1] = new RenderTarget(width, height, fmt);
+ }
if(!target_ms && samples)
target_ms = new MultisampleTarget(width, height, samples, fmt);
}
-Pipeline::Pass::Pass(const Tag &t):
+Pipeline::Pass::Pass(const Tag &t, const Renderable *r):
tag(t),
lighting(0),
depth_test(0),
- blend(0)
+ blend(0),
+ clipping(0),
+ renderable(r)
{ }
void Pipeline::Pass::set_lighting(const Lighting *l)
blend = b;
}
+void Pipeline::Pass::set_clipping(const Clipping *c)
+{
+ clipping =c;
+}
+
Pipeline::Slot::Slot(const Renderable *r):
renderable(r)
depth.set_wrap(CLAMP_TO_EDGE);
depth.storage(DEPTH_COMPONENT, w, h);
fbo.attach(DEPTH_ATTACHMENT, depth, 0);
+
+ fbo.require_complete();
}
depth.storage_multisample(s, DEPTH_COMPONENT, w, h);
fbo.attach(DEPTH_ATTACHMENT, depth);
+
+ fbo.require_complete();
}
} // namespace GL