-/* $Id$
-
-This file is part of libmspgl
-Copyright © 2009 Mikko Rasa, Mikkosoft Productions
-Distributed under the LGPL
-*/
-
#ifndef MSP_GL_PIPELINE_H_
#define MSP_GL_PIPELINE_H_
#include <map>
-#include "pipelinepass.h"
+#include <set>
#include "renderable.h"
namespace Msp {
namespace GL {
-class Effect;
+class Blend;
+class Camera;
+class DepthTest;
class Framebuffer;
+class Lighting;
class PostProcessor;
class Renderbuffer;
class Texture2D;
class Pipeline: public Renderable
{
+public:
+ class Pass
+ {
+ private:
+ const Lighting *lighting;
+ const DepthTest *depth_test;
+ const Blend *blend;
+
+ public:
+ Pass();
+
+ void set_lighting(const Lighting *);
+ void set_depth_test(const DepthTest *);
+ void set_blend(const Blend *);
+ const Lighting *get_lighting() const { return lighting; }
+ const DepthTest *get_depth_test() const { return depth_test; }
+ const Blend *get_blend() const { return blend; }
+ };
+
private:
- std::map<unsigned, PipelinePass> passes;
+ struct Slot
+ {
+ const Renderable *renderable;
+ std::set<Tag> passes;
+
+ Slot(const Renderable *);
+ };
+
+ typedef std::map<Tag, Pass> PassMap;
+
+ PassMap passes;
std::vector<Tag> pass_order;
- std::vector<const Renderable *> renderables;
- std::vector<Effect *> effects;
+ const Camera *camera;
+ std::vector<Slot> renderables;
std::vector<PostProcessor *> postproc;
unsigned width;
unsigned height;
bool hdr;
+ unsigned samples;
Framebuffer *fbo;
Texture2D *color_buf;
- Renderbuffer *depth_buf;
+ Texture2D *depth_buf;
+ Framebuffer *fbo_ms;
+ Renderbuffer *color_buf_ms;
+ Renderbuffer *depth_buf_ms;
public:
- Pipeline(unsigned, unsigned, bool);
+ Pipeline(unsigned, unsigned, bool = false);
~Pipeline();
- PipelinePass &add_pass(const Tag &tag);
- PipelinePass &get_pass(const Tag &tag);
- const PipelinePass &get_pass(const Tag &tag) const;
+ void set_hdr(bool);
+ void set_multisample(unsigned);
+ void set_camera(const Camera *);
+
+ Pass &add_pass(const Tag &tag);
+ Pass &get_pass(const Tag &tag);
+ const Pass &get_pass(const Tag &tag) const;
void add_renderable(const Renderable &);
- void add_effect(Effect &);
+ void add_renderable_for_pass(const Renderable &, const Tag &);
+ void remove_renderable(const Renderable &);
void add_postprocessor(PostProcessor &);
- virtual void render(const Tag &tag=Tag()) const;
+ virtual void render(Renderer &, const Tag &tag = Tag()) const;
void render_all() const;
+
+private:
+ void create_fbos();
};
} // namespace GL