#include <msp/core/maputils.h>
#include "blend.h"
#include "camera.h"
-#include "effect.h"
#include "framebuffer.h"
#include "lighting.h"
#include "pipeline.h"
height(h),
hdr(d),
samples(0),
- fbo(0),
- color_buf(0),
- depth_buf(0),
- fbo_ms(0),
- color_buf_ms(0),
- depth_buf_ms(0)
-{ }
+ target_ms(0)
+{
+ 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_hdr(bool h)
{
+ if(h==hdr)
+ return;
+
+ bool old_hdr= hdr;
hdr = h;
- if(!postproc.empty())
- create_fbos();
+ try
+ {
+ create_targets(2);
+ }
+ catch(...)
+ {
+ hdr = old_hdr;
+ throw;
+ }
}
void Pipeline::set_multisample(unsigned s)
{
+ if(s==samples)
+ return;
+
+ unsigned old_samples = samples;
samples = s;
- if(!postproc.empty())
- create_fbos();
+ try
+ {
+ create_targets(1);
+ }
+ catch(...)
+ {
+ samples = old_samples;
+ throw;
+ }
}
void Pipeline::set_camera(const Camera *c)
camera = c;
}
-PipelinePass &Pipeline::add_pass(const Tag &tag)
-{
- PipelinePass &pass = insert_unique(passes, tag, PipelinePass())->second;
- pass_order.push_back(tag);
- return pass;
-}
-
-PipelinePass &Pipeline::get_pass(const Tag &tag)
+Pipeline::Pass &Pipeline::add_pass(const Tag &tag)
{
- return get_item(passes, tag);
+ passes.push_back(Pass(tag, 0));
+ return passes.back();
}
-const PipelinePass &Pipeline::get_pass(const Tag &tag) const
-{
- return get_item(passes, tag);
-}
-
-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)
}
}
-void Pipeline::add_effect(Effect &e)
+Pipeline::Pass &Pipeline::add_pass(const Tag &tag, Renderable &r)
{
- effects.push_back(&e);
+ passes.push_back(Pass(tag, &r));
+ return passes.back();
}
void Pipeline::add_postprocessor(PostProcessor &pp)
{
postproc.push_back(&pp);
- if(!fbo)
- create_fbos();
+ try
+ {
+ create_targets(0);
+ }
+ catch(...)
{
+ postproc.pop_back();
+ throw;
}
}
-void Pipeline::render(Renderer &renderer, const Tag &tag) const
+void Pipeline::setup_frame(Renderer &renderer)
{
- const PipelinePass &pass = get_pass(tag);
-
- Bind bind_depth_test(pass.depth_test);
- Bind bind_blend(pass.blend);
- Bind bind_lighting(pass.lighting);
-
- for(vector<Effect *>::const_iterator i=pass.effects.begin(); i!=pass.effects.end(); ++i)
- (*i)->prepare();
+ for(PassList::const_iterator i=passes.begin(); i!=passes.end(); ++i)
+ 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(renderer);
+}
+void Pipeline::finish_frame()
+{
+ for(PassList::const_iterator i=passes.begin(); i!=passes.end(); ++i)
+ if(Renderable *renderable = i->get_renderable())
+ renderable->finish_frame();
for(vector<Slot>::const_iterator i=renderables.begin(); i!=renderables.end(); ++i)
- if(i->passes.empty() || i->passes.count(tag))
- i->renderable->render(renderer, tag);
+ i->renderable->finish_frame();
+}
- for(vector<Effect *>::const_iterator i=pass.effects.end(); i!=pass.effects.begin();)
- (*--i)->cleanup();
+void Pipeline::render()
+{
+ Renderer renderer(camera);
+ setup_frame(renderer);
+ render(renderer);
+ finish_frame();
}
-void Pipeline::render_all() const
+void Pipeline::render(Renderer &renderer, const Tag &tag) const
{
- if(camera)
- camera->apply();
+ if(tag.id)
+ return;
- if(fbo)
+ const Framebuffer *out_fbo = Framebuffer::current();
+ // These is a no-ops but will ensure the related state gets restored
+ BindRestore restore_fbo(out_fbo);
+ BindRestore restore_depth_test(DepthTest::current());
+ BindRestore restore_blend(Blend::current());
+
+ if(target[0])
{
- Framebuffer *f = (fbo_ms ? fbo_ms : fbo);
- f->bind();
- f->clear(COLOR_BUFFER_BIT|DEPTH_BUFFER_BIT);
+ Framebuffer &fbo = (samples ? target_ms : target[0])->get_framebuffer();
+ fbo.bind();
+ fbo.clear(COLOR_BUFFER_BIT|DEPTH_BUFFER_BIT);
}
- for(vector<Effect *>::const_iterator i=effects.begin(); i!=effects.end(); ++i)
- (*i)->prepare();
- Renderer renderer(camera);
- for(vector<Tag>::const_iterator i=pass_order.begin(); i!=pass_order.end(); ++i)
- render(renderer, *i);
+ for(PassList::const_iterator i=passes.begin(); i!=passes.end(); ++i)
+ {
+ if(const DepthTest *dt = i->get_depth_test())
+ dt->bind();
+ else
+ DepthTest::unbind();
- for(vector<Effect *>::const_iterator i=effects.end(); i!=effects.begin();)
- (*--i)->cleanup();
+ if(const Blend *b = i->get_blend())
+ b->bind();
+ else
+ Blend::unbind();
- if(fbo)
- {
- if(fbo_ms)
- fbo->blit_from(*fbo_ms, COLOR_BUFFER_BIT|DEPTH_BUFFER_BIT, false);
- Framebuffer::unbind();
+ renderer.set_lighting(i->get_lighting());
+ renderer.set_clipping(i->get_clipping());
+
+ if(const Renderable *renderable = i->get_renderable())
+ renderer.render(*renderable, i->get_tag());
+
+ 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());
}
- // 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, *depth_buf);
+ if(target[0])
+ {
+ DepthTest::unbind();
+ Blend::unbind();
+
+ if(samples)
+ target[0]->blit_from(*target_ms);
+
+ for(unsigned i=0; i<postproc.size(); ++i)
+ {
+ unsigned j = i%2;
+ if(i+1<postproc.size())
+ target[1-j]->get_framebuffer().bind();
+ else
+ out_fbo->bind();
+ const Texture2D &color = target[j]->get_target_texture(RENDER_COLOR);
+ const Texture2D &depth = target[j]->get_target_texture(RENDER_DEPTH);
+ postproc[i]->render(renderer, color, depth);
+ }
+ }
}
-void Pipeline::create_fbos()
+void Pipeline::create_targets(unsigned recreate)
{
- delete fbo;
- delete color_buf;
- delete depth_buf;
+ if(recreate>=2)
+ {
+ delete target[0];
+ delete target[1];
+ target[0] = 0;
+ target[1] = 0;
+ }
+ if(recreate>=1)
+ {
+ delete target_ms;
+ target_ms = 0;
+ }
- delete fbo_ms;
- fbo_ms = 0;
- delete color_buf_ms;
- color_buf_ms = 0;
- delete depth_buf_ms;
- depth_buf_ms = 0;
+ PixelFormat color_pf = (hdr ? RGB16F : RGB);
+ RenderTargetFormat fmt = (RENDER_COLOR,color_pf, RENDER_DEPTH);
+ if(!postproc.empty() || samples)
+ {
+ if(!target[0])
+ target[0] = new RenderTarget(width, height, fmt);
+ if(!target[1] && postproc.size()>1)
+ target[1] = new RenderTarget(width, height, fmt);
+ }
- fbo = new Framebuffer;
+ if(!target_ms && samples)
+ target_ms = new RenderTarget(width, height, samples, fmt);
+}
- color_buf = new Texture2D;
- color_buf->set_min_filter(NEAREST);
- color_buf->set_mag_filter(NEAREST);
- color_buf->set_wrap(CLAMP_TO_EDGE);
- color_buf->storage((hdr ? RGB16F : RGB), width, height);
- fbo->attach(COLOR_ATTACHMENT0, *color_buf, 0);
- depth_buf = new Texture2D;
- depth_buf->set_min_filter(NEAREST);
- depth_buf->set_mag_filter(NEAREST);
- depth_buf->set_wrap(CLAMP_TO_EDGE);
- depth_buf->storage(DEPTH_COMPONENT, width, height);
- fbo->attach(DEPTH_ATTACHMENT, *depth_buf, 0);
+Pipeline::Pass::Pass(const Tag &t, Renderable *r):
+ tag(t),
+ lighting(0),
+ depth_test(0),
+ blend(0),
+ clipping(0),
+ renderable(r)
+{ }
- if(samples)
- {
- fbo_ms = new Framebuffer;
+void Pipeline::Pass::set_lighting(const Lighting *l)
+{
+ lighting = l;
+}
- color_buf_ms = new Renderbuffer;
- color_buf_ms->storage_multisample(samples, (hdr ? RGB16F : RGB), width, height);
- fbo_ms->attach(COLOR_ATTACHMENT0, *color_buf_ms);
+void Pipeline::Pass::set_depth_test(const DepthTest *d)
+{
+ depth_test = d;
+}
- depth_buf_ms = new Renderbuffer;
- depth_buf_ms->storage_multisample(samples, DEPTH_COMPONENT, width, height);
- fbo_ms->attach(DEPTH_ATTACHMENT, *depth_buf_ms);
- }
+void Pipeline::Pass::set_blend(const Blend *b)
+{
+ blend = b;
+}
+
+void Pipeline::Pass::set_clipping(const Clipping *c)
+{
+ clipping =c;
}
-Pipeline::Slot::Slot(const Renderable *r):
+Pipeline::Slot::Slot(Renderable *r):
renderable(r)
{ }