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_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)
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);
+ 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);
}
}
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<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();
if(fbo)
{
fbo->bind();
- clear(COLOR_BUFFER_BIT|DEPTH_BUFFER_BIT);
+ fbo->clear(COLOR_BUFFER_BIT|DEPTH_BUFFER_BIT);
}
for(vector<Effect *>::const_iterator i=effects.begin(); i!=effects.end(); ++i)
// 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