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);
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();
}
setup_frame();
const Framebuffer *out_fbo = Framebuffer::current();
- // XXX Make sure the correct FBO is restored if an exception is thrown
+ // This is a no-op but will ensure the FBO binding gets restored
+ BindRestore restore_fbo(out_fbo);
if(target[0])
{
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());
out_fbo->bind();
postproc[i]->render(target[j]->color, target[j]->depth);
}
-
- out_fbo->bind();
}
if(!was_in_frame)
}
-Pipeline::Pass::Pass(const Tag &t):
+Pipeline::Pass::Pass(const Tag &t, const Renderable *r):
tag(t),
lighting(0),
depth_test(0),
blend(0),
- clipping(0)
+ clipping(0),
+ renderable(r)
{ }
void Pipeline::Pass::set_lighting(const Lighting *l)