#include <map>
#include <set>
+#include "framebuffer.h"
#include "renderable.h"
+#include "renderbuffer.h"
+#include "texture2d.h"
namespace Msp {
namespace GL {
class Blend;
class Camera;
class DepthTest;
-class Framebuffer;
class Lighting;
class PostProcessor;
-class Renderbuffer;
-class Texture2D;
class Pipeline: public Renderable
{
class Pass
{
private:
+ Tag tag;
const Lighting *lighting;
const DepthTest *depth_test;
const Blend *blend;
public:
- Pass();
+ Pass(const Tag &);
+
+ const Tag &get_tag() const { return tag; }
void set_lighting(const Lighting *);
void set_depth_test(const DepthTest *);
Slot(const Renderable *);
};
- typedef std::map<Tag, Pass> 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);
+ };
+
+ typedef std::list<Pass> PassList;
- PassMap passes;
- std::vector<Tag> pass_order;
+ PassList passes;
const Camera *camera;
std::vector<Slot> renderables;
std::vector<PostProcessor *> postproc;
unsigned height;
bool hdr;
unsigned samples;
- Framebuffer *fbo;
- Texture2D *color_buf;
- Texture2D *depth_buf;
- Framebuffer *fbo_ms;
- Renderbuffer *color_buf_ms;
- Renderbuffer *depth_buf_ms;
+ RenderTarget *target[2];
+ MultisampleTarget *target_ms;
public:
Pipeline(unsigned, unsigned, bool = false);
void set_camera(const Camera *);
Pass &add_pass(const Tag &tag);
- Pass &get_pass(const Tag &tag);
- const Pass &get_pass(const Tag &tag) const;
void add_renderable(const Renderable &);
void add_renderable_for_pass(const Renderable &, const Tag &);
void remove_renderable(const Renderable &);
void add_postprocessor(PostProcessor &);
+ virtual void render(const Tag &tag = Tag()) const;
virtual void render(Renderer &, const Tag &tag = Tag()) const;
- void render_all() const;
private:
- void create_fbos();
+ void create_targets(bool);
};
} // namespace GL