height(h),
hdr(d),
samples(0),
- fbo(0),
- color_buf(0),
- depth_buf(0),
- fbo_ms(0),
- color_buf_ms(0),
- depth_buf_ms(0)
-{ }
+ target_ms(0),
+ in_frame(false)
+{
+ target[0] = 0;
+ target[1] = 0;
+}
Pipeline::~Pipeline()
{
- delete fbo;
- delete color_buf;
- delete depth_buf;
- delete fbo_ms;
- delete color_buf_ms;
- delete depth_buf_ms;
+ delete target[0];
+ delete target[1];
+ delete target_ms;
}
void Pipeline::set_hdr(bool h)
{
+ if(h==hdr)
+ return;
+
+ bool old_hdr= hdr;
hdr = h;
- if(!postproc.empty())
- create_fbos();
+ 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;
- if(!postproc.empty())
- create_fbos();
+ try
+ {
+ create_targets(1);
+ }
+ catch(...)
+ {
+ samples = old_samples;
+ throw;
+ }
}
void Pipeline::set_camera(const Camera *c)
Pipeline::Pass &Pipeline::add_pass(const Tag &tag)
{
- Pass &pass = insert_unique(passes, tag, Pass())->second;
- pass_order.push_back(tag);
- return pass;
-}
-
-Pipeline::Pass &Pipeline::get_pass(const Tag &tag)
-{
- return get_item(passes, tag);
-}
-
-const Pipeline::Pass &Pipeline::get_pass(const Tag &tag) const
-{
- return get_item(passes, tag);
+ passes.push_back(Pass(tag, 0));
+ return passes.back();
}
void Pipeline::add_renderable(const Renderable &r)
}
}
+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);
- if(!fbo)
- create_fbos();
+ try
{
+ create_targets(0);
+ }
+ catch(...)
+ {
+ postproc.pop_back();
+ throw;
}
}
-void Pipeline::render(Renderer &renderer, const Tag &tag) const
+void Pipeline::setup_frame() const
{
- const Pass &pass = get_pass(tag);
-
- Bind bind_depth_test(pass.get_depth_test());
- Bind bind_blend(pass.get_blend());
- Bind bind_lighting(pass.get_lighting());
-
+ 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)
- if(i->passes.empty() || i->passes.count(tag))
- i->renderable->render(renderer, tag);
+ i->renderable->setup_frame();
}
-void Pipeline::render_all() const
+void Pipeline::finish_frame() const
{
- if(camera)
- camera->apply();
+ 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();
+}
- if(fbo)
- {
- Framebuffer *f = (fbo_ms ? fbo_ms : fbo);
- f->bind();
- f->clear(COLOR_BUFFER_BIT|DEPTH_BUFFER_BIT);
- }
+void Pipeline::render(const Tag &tag) const
+{
+ if(tag.id)
+ return;
Renderer renderer(camera);
- for(vector<Tag>::const_iterator i=pass_order.begin(); i!=pass_order.end(); ++i)
- render(renderer, *i);
+ render(renderer, tag);
+}
- if(fbo)
+void Pipeline::render(Renderer &renderer, 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])
{
- if(fbo_ms)
- fbo->blit_from(*fbo_ms, COLOR_BUFFER_BIT|DEPTH_BUFFER_BIT, false);
- Framebuffer::unbind();
+ Framebuffer &fbo = (samples ? target_ms->fbo : target[0]->fbo);
+ fbo.bind();
+ fbo.clear(COLOR_BUFFER_BIT|DEPTH_BUFFER_BIT);
}
- // XXX Need two color buffer textures to handle multiple post-processors correctly
- for(vector<PostProcessor *>::const_iterator i=postproc.begin(); i!=postproc.end(); ++i)
- (*i)->render(*color_buf, *depth_buf);
-}
+ for(PassList::const_iterator i=passes.begin(); i!=passes.end(); ++i)
+ {
+ Bind bind_depth_test(i->get_depth_test());
+ Bind bind_blend(i->get_blend());
+ renderer.set_lighting(i->get_lighting());
+ renderer.set_clipping(i->get_clipping());
-void Pipeline::create_fbos()
-{
- delete fbo;
- delete color_buf;
- delete depth_buf;
+ if(const Renderable *renderable = i->get_renderable())
+ renderer.render(*renderable, i->get_tag());
- delete fbo_ms;
- fbo_ms = 0;
- delete color_buf_ms;
- color_buf_ms = 0;
- delete depth_buf_ms;
- depth_buf_ms = 0;
+ 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());
+ }
- fbo = new Framebuffer;
+ renderer.end();
- color_buf = new Texture2D;
- color_buf->set_min_filter(NEAREST);
- color_buf->set_mag_filter(NEAREST);
- color_buf->set_wrap(CLAMP_TO_EDGE);
- color_buf->storage((hdr ? RGB16F : RGB), width, height);
- fbo->attach(COLOR_ATTACHMENT0, *color_buf, 0);
+ if(target[0])
+ {
+ if(samples)
+ target[0]->fbo.blit_from(target_ms->fbo, COLOR_BUFFER_BIT|DEPTH_BUFFER_BIT, false);
- depth_buf = new Texture2D;
- depth_buf->set_min_filter(NEAREST);
- depth_buf->set_mag_filter(NEAREST);
- depth_buf->set_wrap(CLAMP_TO_EDGE);
- depth_buf->storage(DEPTH_COMPONENT, width, height);
- fbo->attach(DEPTH_ATTACHMENT, *depth_buf, 0);
+ for(unsigned i=0; i<postproc.size(); ++i)
+ {
+ unsigned j = i%2;
+ if(i+1<postproc.size())
+ target[1-j]->fbo.bind();
+ else
+ out_fbo->bind();
+ postproc[i]->render(target[j]->color, target[j]->depth);
+ }
+ }
- if(samples)
- {
- fbo_ms = new Framebuffer;
+ if(!was_in_frame)
+ finish_frame();
+}
- color_buf_ms = new Renderbuffer;
- color_buf_ms->storage_multisample(samples, (hdr ? RGB16F : RGB), width, height);
- fbo_ms->attach(COLOR_ATTACHMENT0, *color_buf_ms);
+void Pipeline::create_targets(unsigned recreate)
+{
+ if(recreate>=2)
+ {
+ delete target[0];
+ delete target[1];
+ target[0] = 0;
+ target[1] = 0;
+ }
+ if(recreate>=1)
+ {
+ delete target_ms;
+ target_ms = 0;
+ }
- depth_buf_ms = new Renderbuffer;
- depth_buf_ms->storage_multisample(samples, DEPTH_COMPONENT, width, height);
- fbo_ms->attach(DEPTH_ATTACHMENT, *depth_buf_ms);
+ PixelFormat fmt = (hdr ? RGB16F : RGB);
+ 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():
+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)
{ }
+
+Pipeline::RenderTarget::RenderTarget(unsigned w, unsigned h, PixelFormat f)
+{
+ color.set_min_filter(NEAREST);
+ color.set_mag_filter(NEAREST);
+ color.set_wrap(CLAMP_TO_EDGE);
+ color.storage(f, w, h);
+ fbo.attach(COLOR_ATTACHMENT0, color, 0);
+
+ depth.set_min_filter(NEAREST);
+ depth.set_mag_filter(NEAREST);
+ depth.set_wrap(CLAMP_TO_EDGE);
+ depth.storage(DEPTH_COMPONENT, w, h);
+ fbo.attach(DEPTH_ATTACHMENT, depth, 0);
+
+ fbo.require_complete();
+}
+
+
+Pipeline::MultisampleTarget::MultisampleTarget(unsigned w, unsigned h, unsigned s, PixelFormat f)
+{
+ color.storage_multisample(s, f, w, h);
+ fbo.attach(COLOR_ATTACHMENT0, color);
+
+ depth.storage_multisample(s, DEPTH_COMPONENT, w, h);
+ fbo.attach(DEPTH_ATTACHMENT, depth);
+
+ fbo.require_complete();
+}
+
} // namespace GL
} // namespace Msp