/* $Id$
This file is part of libmspgl
-Copyright © 2009-2010 Mikko Rasa, Mikkosoft Productions
+Copyright © 2009-2011 Mikko Rasa, Mikkosoft Productions
Distributed under the LGPL
*/
#include "pipeline.h"
#include "postprocessor.h"
#include "renderbuffer.h"
+#include "renderer.h"
#include "tests.h"
#include "texture2d.h"
width(w),
height(h),
hdr(d),
+ samples(0),
fbo(0),
color_buf(0),
- depth_buf(0)
+ depth_buf(0),
+ fbo_ms(0),
+ color_buf_ms(0),
+ depth_buf_ms(0)
{ }
Pipeline::~Pipeline()
delete depth_buf;
}
+void Pipeline::set_hdr(bool h)
+{
+ hdr = h;
+ if(!postproc.empty())
+ create_fbos();
+}
+
+void Pipeline::set_multisample(unsigned s)
+{
+ samples = s;
+ if(!postproc.empty())
+ create_fbos();
+}
+
void Pipeline::set_camera(const Camera *c)
{
camera = c;
if(passes.count(tag))
throw KeyError("Pass already exists");
- PipelinePass &pass=passes[tag];
+ PipelinePass &pass = passes[tag];
pass_order.push_back(tag);
return pass;
}
PipelinePass &Pipeline::get_pass(const Tag &tag)
{
- PassMap::iterator i=passes.find(tag);
+ 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
{
- PassMap::const_iterator i=passes.find(tag);
+ PassMap::const_iterator i = passes.find(tag);
if(i==passes.end())
throw KeyError("Unknown pass");
return i->second;
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)
{
postproc.push_back(&pp);
if(!fbo)
+ create_fbos();
{
- 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();
}
}
-void Pipeline::render(const Tag &tag) const
+void Pipeline::render(Renderer &renderer, const Tag &tag) const
{
- const PipelinePass &pass=get_pass(tag);
+ const PipelinePass &pass = get_pass(tag);
Bind bind_depth_test(pass.depth_test);
Bind bind_blend(pass.blend);
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(renderer, 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);
+ Framebuffer *f = (fbo_ms ? fbo_ms : fbo);
+ f->bind();
+ f->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(*i);
+ render(renderer, *i);
for(vector<Effect *>::const_iterator i=effects.end(); i!=effects.begin();)
(*--i)->cleanup();
if(fbo)
+ {
+ if(fbo_ms)
+ fbo->blit_from(*fbo_ms, COLOR_BUFFER_BIT|DEPTH_BUFFER_BIT, false);
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);
+}
+
+void Pipeline::create_fbos()
+{
+ delete fbo;
+ delete color_buf;
+ delete depth_buf;
+
+ delete fbo_ms;
+ fbo_ms = 0;
+ delete color_buf_ms;
+ color_buf_ms = 0;
+ delete depth_buf_ms;
+ depth_buf_ms = 0;
+
+ fbo = new Framebuffer;
+
+ 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);
+
+ if(samples)
+ {
+ fbo_ms = new Framebuffer;
+
+ color_buf_ms = new Renderbuffer;
+ color_buf_ms->storage_multisample(samples, (hdr ? RGB16F : RGB), width, height);
+ fbo_ms->attach(COLOR_ATTACHMENT0, *color_buf_ms);
+
+ depth_buf_ms = new Renderbuffer;
+ depth_buf_ms->storage_multisample(samples, DEPTH_COMPONENT, width, height);
+ fbo_ms->attach(DEPTH_ATTACHMENT, *depth_buf_ms);
+ }
}
+
+Pipeline::Slot::Slot(const Renderable *r):
+ renderable(r)
+{ }
+
} // namespace GL
} // namespace Msp