/* $Id$
This file is part of libmspgl
-Copyright © 2009 Mikko Rasa, Mikkosoft Productions
+Copyright © 2009-2010 Mikko Rasa, Mikkosoft Productions
Distributed under the LGPL
*/
+#include "blend.h"
+#include "camera.h"
#include "effect.h"
#include "except.h"
#include "framebuffer.h"
#include "pipeline.h"
#include "postprocessor.h"
#include "renderbuffer.h"
+#include "tests.h"
#include "texture2d.h"
using namespace std;
namespace GL {
Pipeline::Pipeline(unsigned w, unsigned h, bool d):
+ camera(0),
width(w),
height(h),
hdr(d),
delete depth_buf;
}
+void Pipeline::set_camera(const Camera *c)
+{
+ camera = c;
+}
+
PipelinePass &Pipeline::add_pass(const Tag &tag)
{
- if(passes.count(tag.id))
+ if(passes.count(tag))
throw KeyError("Pass already exists");
- PipelinePass &pass=passes[tag.id];
+ PipelinePass &pass = passes[tag];
pass_order.push_back(tag);
return pass;
}
PipelinePass &Pipeline::get_pass(const Tag &tag)
{
- map<unsigned, PipelinePass>::iterator i=passes.find(tag.id);
+ PassMap::iterator i = passes.find(tag);
if(i==passes.end())
throw KeyError("Unknown pass");
return i->second;
const PipelinePass &Pipeline::get_pass(const Tag &tag) const
{
- map<unsigned, PipelinePass>::const_iterator i=passes.find(tag.id);
+ PassMap::const_iterator i = passes.find(tag);
if(i==passes.end())
throw KeyError("Unknown pass");
return i->second;
}
-bool Pipeline::has_pass(const Tag &tag) const
+void Pipeline::add_renderable(const Renderable &r)
{
- return passes.count(tag.id);
+ 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_renderable(const Renderable &r)
+void Pipeline::add_renderable_for_pass(const Renderable &r, const Tag &tag)
{
+ 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_effect(Effect &e)
postproc.push_back(&pp);
if(!fbo)
{
- fbo=new Framebuffer;
- color_buf=new Texture2D;
+ 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);
+ color_buf->storage((hdr ? RGB16F : RGB), width, height);
fbo->attach(COLOR_ATTACHMENT0, *color_buf, 0);
- depth_buf=new Renderbuffer;
+
+ depth_buf = new Texture2D;
+ depth_buf->set_min_filter(NEAREST);
+ depth_buf->set_mag_filter(NEAREST);
depth_buf->storage(DEPTH_COMPONENT, width, height);
- fbo->attach(DEPTH_ATTACHMENT, *depth_buf);
- Framebuffer::unbind();
+ fbo->attach(DEPTH_ATTACHMENT, *depth_buf, 0);
}
}
void Pipeline::render(const Tag &tag) const
{
- const PipelinePass &pass=get_pass(tag);
- if(pass.lighting)
- pass.lighting->bind();
+ 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();
- glViewport(0, 0, width, height);
- }
- 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();
+
+ for(vector<Slot>::const_iterator i=renderables.begin(); i!=renderables.end(); ++i)
+ if(i->passes.empty() || i->passes.count(tag))
+ i->renderable->render(tag);
+
+ for(vector<Effect *>::const_iterator i=pass.effects.end(); i!=pass.effects.begin();)
+ (*--i)->cleanup();
}
void Pipeline::render_all() const
{
+ if(camera)
+ camera->apply();
+
if(fbo)
{
fbo->bind();
- glClear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT);
+ fbo->clear(COLOR_BUFFER_BIT|DEPTH_BUFFER_BIT);
}
+
for(vector<Effect *>::const_iterator i=effects.begin(); i!=effects.end(); ++i)
- {
(*i)->prepare();
- glViewport(0, 0, width, height);
- }
+
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();
+
+ for(vector<Effect *>::const_iterator i=effects.end(); i!=effects.begin();)
+ (*--i)->cleanup();
+
if(fbo)
Framebuffer::unbind();
+
// 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);
+ (*i)->render(*color_buf, *depth_buf);
}
+
+Pipeline::Slot::Slot(const Renderable *r):
+ renderable(r)
+{ }
+
} // namespace GL
} // namespace Msp