#include "renderer.h"
#include "tests.h"
#include "texture2d.h"
+#include "view.h"
using namespace std;
namespace Msp {
namespace GL {
-Pipeline::Pipeline(unsigned w, unsigned h, bool d):
- camera(0),
- width(w),
- height(h),
- hdr(d),
- samples(0),
- target_ms(0)
+Pipeline::Pipeline(unsigned w, unsigned h, bool d)
{
+ init(w, h);
+ hdr = d;
+}
+
+Pipeline::Pipeline(const View &view)
+{
+ init(view.get_width(), view.get_height());
+}
+
+void Pipeline::init(unsigned w, unsigned h)
+{
+ camera = 0;
+ width = w;
+ height = h;
+ hdr = false;
+ samples = 0;
+ target_ms = 0;
target[0] = 0;
target[1] = 0;
}
return passes.back();
}
-void Pipeline::add_renderable(const Renderable &r)
+void Pipeline::add_renderable(Renderable &r)
{
for(vector<Slot>::iterator i=renderables.begin(); i!=renderables.end(); ++i)
if(i->renderable==&r)
renderables.push_back(&r);
}
-void Pipeline::add_renderable_for_pass(const Renderable &r, const Tag &tag)
+void Pipeline::add_renderable_for_pass(Renderable &r, const Tag &tag)
{
for(vector<Slot>::iterator i=renderables.begin(); i!=renderables.end(); ++i)
if(i->renderable==&r)
renderables.back().passes.insert(tag);
}
-void Pipeline::remove_renderable(const Renderable &r)
+void Pipeline::remove_renderable(Renderable &r)
{
for(vector<Slot>::iterator i=renderables.begin(); i!=renderables.end(); ++i)
if(i->renderable==&r)
}
}
-Pipeline::Pass &Pipeline::add_pass(const Tag &tag, const Renderable &r)
+Pipeline::Pass &Pipeline::add_pass(const Tag &tag, Renderable &r)
{
passes.push_back(Pass(tag, &r));
return passes.back();
void Pipeline::add_postprocessor(PostProcessor &pp)
{
- postproc.push_back(&pp);
+ add_postprocessor(&pp, true);
+}
+
+void Pipeline::add_postprocessor_owned(PostProcessor *pp)
+{
+ add_postprocessor(pp, false);
+}
+
+void Pipeline::add_postprocessor(PostProcessor *pp, bool keep)
+{
+ postproc.push_back(pp);
+ if(keep)
+ postproc.back().keep();
try
{
create_targets(0);
}
}
-void Pipeline::setup_frame() const
+void Pipeline::setup_frame(Renderer &renderer)
{
for(PassList::const_iterator i=passes.begin(); i!=passes.end(); ++i)
- if(const Renderable *renderable = i->get_renderable())
- renderable->setup_frame();
+ if(Renderable *renderable = i->get_renderable())
+ renderable->setup_frame(renderer);
for(vector<Slot>::const_iterator i=renderables.begin(); i!=renderables.end(); ++i)
- i->renderable->setup_frame();
+ i->renderable->setup_frame(renderer);
}
-void Pipeline::finish_frame() const
+void Pipeline::finish_frame()
{
for(PassList::const_iterator i=passes.begin(); i!=passes.end(); ++i)
- if(const Renderable *renderable = i->get_renderable())
+ if(Renderable *renderable = i->get_renderable())
renderable->finish_frame();
for(vector<Slot>::const_iterator i=renderables.begin(); i!=renderables.end(); ++i)
i->renderable->finish_frame();
}
-void Pipeline::render(const Tag &tag) const
+void Pipeline::render()
{
- if(tag.id)
- return;
-
Renderer renderer(camera);
- setup_frame();
- render(renderer, tag);
+ setup_frame(renderer);
+ render(renderer);
finish_frame();
}
fbo.clear(COLOR_BUFFER_BIT|DEPTH_BUFFER_BIT);
}
-
for(PassList::const_iterator i=passes.begin(); i!=passes.end(); ++i)
{
if(const DepthTest *dt = i->get_depth_test())
}
-Pipeline::Pass::Pass(const Tag &t, const Renderable *r):
+Pipeline::Pass::Pass(const Tag &t, Renderable *r):
tag(t),
lighting(0),
depth_test(0),
}
-Pipeline::Slot::Slot(const Renderable *r):
+Pipeline::Slot::Slot(Renderable *r):
renderable(r)
{ }