-/* $Id$
-
-This file is part of libmspgl
-Copyright © 2009 Mikko Rasa, Mikkosoft Productions
-Distributed under the LGPL
-*/
-
+#include <msp/core/maputils.h>
+#include "blend.h"
#include "camera.h"
-#include "effect.h"
-#include "except.h"
#include "framebuffer.h"
#include "lighting.h"
#include "pipeline.h"
#include "postprocessor.h"
#include "renderbuffer.h"
+#include "renderer.h"
+#include "tests.h"
#include "texture2d.h"
using namespace std;
width(w),
height(h),
hdr(d),
- fbo(0),
- color_buf(0),
- depth_buf(0)
-{ }
+ samples(0),
+ target_ms(0),
+ in_frame(false)
+{
+ target[0] = 0;
+ target[1] = 0;
+}
Pipeline::~Pipeline()
{
- delete fbo;
- delete color_buf;
- delete depth_buf;
+ delete target[0];
+ delete target[1];
+ delete target_ms;
}
-void Pipeline::set_camera(const Camera *c)
+void Pipeline::set_hdr(bool h)
{
- camera = c;
+ if(h==hdr)
+ return;
+
+ hdr = h;
+ create_targets(2);
}
-PipelinePass &Pipeline::add_pass(const Tag &tag)
+void Pipeline::set_multisample(unsigned s)
{
- if(passes.count(tag))
- throw KeyError("Pass already exists");
+ if(s==samples)
+ return;
- PipelinePass &pass=passes[tag];
- pass_order.push_back(tag);
- return pass;
+ samples = s;
+ create_targets(1);
}
-PipelinePass &Pipeline::get_pass(const Tag &tag)
+void Pipeline::set_camera(const Camera *c)
{
- PassMap::iterator i=passes.find(tag);
- if(i==passes.end())
- throw KeyError("Unknown pass");
- return i->second;
+ camera = c;
}
-const PipelinePass &Pipeline::get_pass(const Tag &tag) const
+Pipeline::Pass &Pipeline::add_pass(const Tag &tag)
{
- PassMap::const_iterator i=passes.find(tag);
- if(i==passes.end())
- throw KeyError("Unknown pass");
- return i->second;
+ passes.push_back(Pass(tag));
+ return passes.back();
}
void Pipeline::add_renderable(const Renderable &r)
{
+ for(vector<Slot>::iterator i=renderables.begin(); i!=renderables.end(); ++i)
+ if(i->renderable==&r)
+ {
+ i->passes.clear();
+ return;
+ }
+
renderables.push_back(&r);
}
-void Pipeline::add_effect(Effect &e)
+void Pipeline::add_renderable_for_pass(const Renderable &r, const Tag &tag)
{
- effects.push_back(&e);
+ for(vector<Slot>::iterator i=renderables.begin(); i!=renderables.end(); ++i)
+ if(i->renderable==&r)
+ {
+ i->passes.insert(tag);
+ return;
+ }
+
+ renderables.push_back(&r);
+ renderables.back().passes.insert(tag);
+}
+
+void Pipeline::remove_renderable(const Renderable &r)
+{
+ for(vector<Slot>::iterator i=renderables.begin(); i!=renderables.end(); ++i)
+ if(i->renderable==&r)
+ {
+ renderables.erase(i);
+ return;
+ }
}
void Pipeline::add_postprocessor(PostProcessor &pp)
{
postproc.push_back(&pp);
- if(!fbo)
- {
- fbo=new Framebuffer;
- color_buf=new Texture2D;
- color_buf->set_min_filter(NEAREST);
- color_buf->set_mag_filter(NEAREST);
- color_buf->storage((hdr ? RGB16F : RGB), width, height, 0);
- color_buf->image(0, RGB, UNSIGNED_BYTE, 0);
- fbo->attach(COLOR_ATTACHMENT0, *color_buf, 0);
- depth_buf=new Renderbuffer;
- depth_buf->storage(DEPTH_COMPONENT, width, height);
- fbo->attach(DEPTH_ATTACHMENT, *depth_buf);
- Framebuffer::unbind();
- }
+ create_targets(0);
+}
+
+void Pipeline::setup_frame() const
+{
+ in_frame = true;
+ 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(vector<Slot>::const_iterator i=renderables.begin(); i!=renderables.end(); ++i)
+ i->renderable->finish_frame();
}
void Pipeline::render(const Tag &tag) const
{
- const PipelinePass &pass=get_pass(tag);
- if(pass.lighting)
- pass.lighting->bind();
- for(vector<Effect *>::const_iterator i=pass.effects.begin(); i!=pass.effects.end(); ++i)
- (*i)->prepare();
- for(vector<const Renderable *>::const_iterator i=renderables.begin(); i!=renderables.end(); ++i)
- (*i)->render(tag);
- for(vector<Effect *>::const_iterator i=pass.effects.end(); i--!=pass.effects.begin();)
- (*i)->cleanup();
- if(pass.lighting)
- Lighting::unbind();
+ if(tag.id)
+ return;
+
+ Renderer renderer(camera);
+ render(renderer, tag);
+}
+
+void Pipeline::render(Renderer &renderer, const Tag &tag) const
+{
+ if(tag.id)
+ return;
+
+ bool was_in_frame = in_frame;
+ if(!in_frame)
+ setup_frame();
+
+ const Framebuffer *out_fbo = Framebuffer::current();
+ /* Binding the current object is a no-op, but this will restore the original
+ FBO in case an exception is thrown. */
+ Bind restore_fbo(out_fbo, true);
+
+ if(target[0])
+ {
+ Framebuffer &fbo = (samples ? target_ms->fbo : target[0]->fbo);
+ fbo.bind();
+ fbo.clear(COLOR_BUFFER_BIT|DEPTH_BUFFER_BIT);
+ }
+
+ for(PassList::const_iterator i=passes.begin(); i!=passes.end(); ++i)
+ {
+ Bind bind_depth_test(i->get_depth_test());
+ Bind bind_blend(i->get_blend());
+ renderer.set_lighting(i->get_lighting());
+
+ 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());
+ }
+
+ if(target[0])
+ {
+ if(samples)
+ target[0]->fbo.blit_from(target_ms->fbo, COLOR_BUFFER_BIT|DEPTH_BUFFER_BIT, false);
+
+ for(unsigned i=0; i<postproc.size(); ++i)
+ {
+ unsigned j = i%2;
+ if(i+1<postproc.size())
+ target[1-j]->fbo.bind();
+ else
+ out_fbo->bind();
+ postproc[i]->render(target[j]->color, target[j]->depth);
+ }
+
+ out_fbo->bind();
+ }
+
+ if(!was_in_frame)
+ finish_frame();
}
-void Pipeline::render_all() const
+void Pipeline::create_targets(unsigned recreate)
{
- if(camera)
- camera->apply();
+ if(recreate>=2)
+ {
+ delete target[0];
+ delete target[1];
+ target[0] = 0;
+ target[1] = 0;
+ }
+ if(recreate>=1)
+ {
+ delete target_ms;
+ target_ms = 0;
+ }
- if(fbo)
+ PixelFormat fmt = (hdr ? RGB16F : RGB);
+ if(!postproc.empty() || samples)
{
- fbo->bind();
- clear(COLOR_BUFFER_BIT|DEPTH_BUFFER_BIT);
+ if(!target[0])
+ target[0] = new RenderTarget(width, height, fmt);
+ if(!target[1] && postproc.size()>1)
+ target[1] = new RenderTarget(width, height, fmt);
}
- for(vector<Effect *>::const_iterator i=effects.begin(); i!=effects.end(); ++i)
- (*i)->prepare();
- for(vector<Tag>::const_iterator i=pass_order.begin(); i!=pass_order.end(); ++i)
- render(*i);
- for(vector<Effect *>::const_iterator i=effects.end(); i--!=effects.begin();)
- (*i)->cleanup();
+ if(!target_ms && samples)
+ target_ms = new MultisampleTarget(width, height, samples, fmt);
+}
+
+
+Pipeline::Pass::Pass(const Tag &t):
+ tag(t),
+ lighting(0),
+ depth_test(0),
+ blend(0)
+{ }
+
+void Pipeline::Pass::set_lighting(const Lighting *l)
+{
+ lighting = l;
+}
+
+void Pipeline::Pass::set_depth_test(const DepthTest *d)
+{
+ depth_test = d;
+}
+
+void Pipeline::Pass::set_blend(const Blend *b)
+{
+ blend = b;
+}
+
+
+Pipeline::Slot::Slot(const Renderable *r):
+ renderable(r)
+{ }
+
+
+Pipeline::RenderTarget::RenderTarget(unsigned w, unsigned h, PixelFormat f)
+{
+ color.set_min_filter(NEAREST);
+ color.set_mag_filter(NEAREST);
+ color.set_wrap(CLAMP_TO_EDGE);
+ color.storage(f, w, h);
+ fbo.attach(COLOR_ATTACHMENT0, color, 0);
+
+ depth.set_min_filter(NEAREST);
+ depth.set_mag_filter(NEAREST);
+ depth.set_wrap(CLAMP_TO_EDGE);
+ depth.storage(DEPTH_COMPONENT, w, h);
+ fbo.attach(DEPTH_ATTACHMENT, depth, 0);
+
+ fbo.require_complete();
+}
+
+
+Pipeline::MultisampleTarget::MultisampleTarget(unsigned w, unsigned h, unsigned s, PixelFormat f)
+{
+ color.storage_multisample(s, f, w, h);
+ fbo.attach(COLOR_ATTACHMENT0, color);
- if(fbo)
- Framebuffer::unbind();
+ depth.storage_multisample(s, DEPTH_COMPONENT, w, h);
+ fbo.attach(DEPTH_ATTACHMENT, depth);
- // XXX Need two color buffer textures to handle multiple post-processors correctly
- for(vector<PostProcessor *>::const_iterator i=postproc.begin(); i!=postproc.end(); ++i)
- (*i)->render(*color_buf);
+ fbo.require_complete();
}
} // namespace GL