camera = c;
}
-PipelinePass &Pipeline::add_pass(const Tag &tag)
+Pipeline::Pass &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)
-{
- return get_item(passes, tag);
-}
-
-const PipelinePass &Pipeline::get_pass(const Tag &tag) const
-{
- return get_item(passes, tag);
+ passes.push_back(Pass(tag));
+ return passes.back();
}
void Pipeline::add_renderable(const Renderable &r)
}
}
-void Pipeline::render(Renderer &renderer, const Tag &tag) const
+void Pipeline::render(const Tag &tag) const
{
- const PipelinePass &pass = get_pass(tag);
+ if(tag.id)
+ return;
- Bind bind_depth_test(pass.depth_test);
- Bind bind_blend(pass.blend);
- Bind bind_lighting(pass.lighting);
-
- 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);
+ Renderer renderer(camera);
+ render(renderer, tag);
}
-void Pipeline::render_all() const
+void Pipeline::render(Renderer &renderer, const Tag &tag) const
{
- if(camera)
- camera->apply();
+ if(tag.id)
+ return;
if(fbo)
{
Framebuffer *f = (fbo_ms ? fbo_ms : fbo);
+ // XXX exception safety
f->bind();
f->clear(COLOR_BUFFER_BIT|DEPTH_BUFFER_BIT);
}
- 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)
+ {
+ Bind bind_depth_test(i->get_depth_test());
+ Bind bind_blend(i->get_blend());
+ Bind bind_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()))
+ j->renderable->render(renderer, i->get_tag());
+ }
if(fbo)
{
}
+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)
{ }