+++ /dev/null
-#ifndef MSP_GL_PIPELINE_H_
-#define MSP_GL_PIPELINE_H_
-
-#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 Lighting;
-class PostProcessor;
-
-/**
-Encapsulates all of the information used to produce a complete image in the
-framebuffer. This is the highest level rendering class, combining Renderables
-with a camera, lights and some other influential objects.
-
-A Pipeline is also a Renderable itself. Externally, it only exposes the
-default pass. Internally, it can hold any number of passes, which are invoked
-in sequence when rendering the default pass is requested. Each pass can have a
-Lighting, a DepthTest and a Blend to control how it is rendered.
-
-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.
-
-Renderables are rendered in the order they were added to the Pipeline. While
-it's possible to remove renderables as well, using a Scene is recommended if
-frequent add/remove operations are needed.
-
-Pipelines may have post-processors to apply full-screen effects. Framebuffer
-objects are automatically used to pass render results to the post-processors.
-High dynamic range and multisample rendering can also be used.
-*/
-class Pipeline: public Renderable
-{
-public:
- class Pass
- {
- private:
- Tag tag;
- const Lighting *lighting;
- const DepthTest *depth_test;
- const Blend *blend;
-
- public:
- Pass(const Tag &);
-
- const Tag &get_tag() const { return tag; }
-
- void set_lighting(const Lighting *);
- void set_depth_test(const DepthTest *);
- void set_blend(const Blend *);
- const Lighting *get_lighting() const { return lighting; }
- const DepthTest *get_depth_test() const { return depth_test; }
- const Blend *get_blend() const { return blend; }
- };
-
-private:
- struct Slot
- {
- const Renderable *renderable;
- std::set<Tag> passes;
-
- Slot(const Renderable *);
- };
-
- 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;
-
- PassList passes;
- const Camera *camera;
- std::vector<Slot> renderables;
- std::vector<PostProcessor *> postproc;
- unsigned width;
- unsigned height;
- bool hdr;
- unsigned samples;
- RenderTarget *target[2];
- MultisampleTarget *target_ms;
-
-public:
- Pipeline(unsigned, unsigned, bool = false);
- ~Pipeline();
-
- void set_hdr(bool);
- void set_multisample(unsigned);
- void set_camera(const Camera *);
-
- 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_postprocessor(PostProcessor &);
-
- virtual void render(const Tag &tag = Tag()) const;
- virtual void render(Renderer &, const Tag &tag = Tag()) const;
-
-private:
- void create_targets(bool);
-};
-
-} // namespace GL
-} // namespace Msp
-
-#endif