-/* $Id$
-
-This file is part of libmspgl
-Copyright © 2009 Mikko Rasa, Mikkosoft Productions
-Distributed under the LGPL
-*/
-
#ifndef MSP_GL_PIPELINE_H_
#define MSP_GL_PIPELINE_H_
#include <map>
#include <set>
-#include "pipelinepass.h"
+#include "framebuffer.h"
#include "renderable.h"
+#include "renderbuffer.h"
+#include "texture2d.h"
namespace Msp {
namespace GL {
+class Blend;
class Camera;
-class Effect;
-class Framebuffer;
+class Clipping;
+class DepthTest;
+class Lighting;
class PostProcessor;
-class Renderbuffer;
-class Texture2D;
+/**
+Encapsulates all of the information used to produce a complete image in the
+framebuffer. This is the highest level rendering class.
+
+A Pipeline contains a sequence of passes. Each pass has a Renderable along
+with Lighting, Clipping, DepthTest and Blend states. Scenes can be used to
+organize Renderables within a pass. A Camera can be specified for the entire
+Pipeline.
+
+A Pipeline is also a Renderable itself. It will only respond to the default
+pass. The Renderables within the Pipeline will be invoked with whatever tags
+were specified when adding them.
+
+A Pipeline's render method should normally be called without a Renderer; it
+will create one itself, using the camera specified for the Pipeline. If a
+Renderer is passed, its camera will be used instead.
+
+PostProcessors can be applied after all of the passes in the Pipeline have been
+rendered. Framebuffer objects are automatically used to pass render results to
+the PostProcessors. High dynamic range and multisample rendering can be
+requested for increased quality.
+*/
class Pipeline: public Renderable
{
+public:
+ class Pass
+ {
+ private:
+ Tag tag;
+ const Lighting *lighting;
+ const DepthTest *depth_test;
+ const Blend *blend;
+ const Clipping *clipping;
+ const Renderable *renderable;
+
+ public:
+ Pass(const Tag &, const Renderable *);
+
+ const Tag &get_tag() const { return tag; }
+
+ void set_lighting(const Lighting *);
+ void set_depth_test(const DepthTest *);
+ void set_blend(const Blend *);
+ void set_clipping(const Clipping *);
+ const Lighting *get_lighting() const { return lighting; }
+ const DepthTest *get_depth_test() const { return depth_test; }
+ const Blend *get_blend() const { return blend; }
+ const Clipping *get_clipping() const { return clipping; }
+ const Renderable *get_renderable() const { return renderable; }
+ };
+
private:
struct Slot
{
Slot(const Renderable *);
};
- typedef std::map<Tag, PipelinePass> PassMap;
+ struct RenderTarget
+ {
+ Framebuffer fbo;
+ Texture2D color;
+ Texture2D depth;
+
+ RenderTarget(unsigned, unsigned, PixelFormat);
+ };
+
+ struct MultisampleTarget
+ {
+ Framebuffer fbo;
+ Renderbuffer color;
+ Renderbuffer depth;
+
+ MultisampleTarget(unsigned, unsigned, unsigned, PixelFormat);
+ };
- PassMap passes;
- std::vector<Tag> pass_order;
+ typedef std::list<Pass> PassList;
+
+ PassList passes;
const Camera *camera;
std::vector<Slot> renderables;
- std::vector<Effect *> effects;
std::vector<PostProcessor *> postproc;
unsigned width;
unsigned height;
bool hdr;
- Framebuffer *fbo;
- Texture2D *color_buf;
- Texture2D *depth_buf;
+ unsigned samples;
+ RenderTarget *target[2];
+ MultisampleTarget *target_ms;
+ mutable bool in_frame;
public:
- Pipeline(unsigned, unsigned, bool);
+ Pipeline(unsigned, unsigned, bool = false);
~Pipeline();
+ void set_hdr(bool);
+ void set_multisample(unsigned);
void set_camera(const Camera *);
- PipelinePass &add_pass(const Tag &tag);
- PipelinePass &get_pass(const Tag &tag);
- const PipelinePass &get_pass(const Tag &tag) const;
-
+ // Deprecated
+ Pass &add_pass(const Tag &tag);
void add_renderable(const Renderable &);
void add_renderable_for_pass(const Renderable &, const Tag &);
void remove_renderable(const Renderable &);
- void add_effect(Effect &);
+
+ /** Adds a pass to the pipeline. It's permissible to add the same
+ Renderable multiple times. */
+ Pass &add_pass(const Tag &, const Renderable &);
+
+ /** Adds a postprocessor to the pipeline. */
void add_postprocessor(PostProcessor &);
+ virtual void setup_frame() const;
+ virtual void finish_frame() const;
+
virtual void render(const Tag &tag = Tag()) const;
- void render_all() const;
+ virtual void render(Renderer &, const Tag &tag = Tag()) const;
+
+private:
+ void create_targets(unsigned);
};
} // namespace GL