#include "framebuffer.h"
#include "renderable.h"
#include "renderbuffer.h"
+#include "rendertarget.h"
#include "texture2d.h"
namespace Msp {
class Blend;
class Camera;
+class Clipping;
class DepthTest;
class Lighting;
class PostProcessor;
+/**
+Top-level content class. Typically a Pipeline is used as the content
+Renderable for a View or effects such as ShadowMap or EnvironmentMap.
+
+A Pipeline contains a sequence of passes. Each pass has a Renderable along
+with Lighting, Clipping, DepthTest and Blend states. Scenes can be used to
+organize Renderables within a pass.
+
+PostProcessors can be applied after all of the passes in the Pipeline have been
+rendered. Framebuffer objects are automatically used to pass render results to
+the PostProcessors. High dynamic range and multisample rendering can be
+requested for increased quality.
+*/
class Pipeline: public Renderable
{
public:
const Lighting *lighting;
const DepthTest *depth_test;
const Blend *blend;
+ const Clipping *clipping;
+ Renderable *renderable;
public:
- Pass(const Tag &);
+ Pass(const Tag &, Renderable *);
const Tag &get_tag() const { return tag; }
void set_lighting(const Lighting *);
void set_depth_test(const DepthTest *);
void set_blend(const Blend *);
+ void set_clipping(const Clipping *);
const Lighting *get_lighting() const { return lighting; }
const DepthTest *get_depth_test() const { return depth_test; }
const Blend *get_blend() const { return blend; }
+ const Clipping *get_clipping() const { return clipping; }
+ Renderable *get_renderable() const { return renderable; }
};
private:
struct Slot
{
- const Renderable *renderable;
+ Renderable *renderable;
std::set<Tag> passes;
- Slot(const Renderable *);
- };
-
- struct RenderTarget
- {
- Framebuffer fbo;
- Texture2D color;
- Texture2D depth;
-
- RenderTarget(unsigned, unsigned, PixelFormat);
- };
-
- struct MultisampleTarget
- {
- Framebuffer fbo;
- Renderbuffer color;
- Renderbuffer depth;
-
- MultisampleTarget(unsigned, unsigned, unsigned, PixelFormat);
+ Slot(Renderable *);
};
typedef std::list<Pass> PassList;
bool hdr;
unsigned samples;
RenderTarget *target[2];
- MultisampleTarget *target_ms;
+ RenderTarget *target_ms;
public:
Pipeline(unsigned, unsigned, bool = false);
void set_hdr(bool);
void set_multisample(unsigned);
- void set_camera(const Camera *);
+ // Deprecated
+ void set_camera(const Camera *);
Pass &add_pass(const Tag &tag);
+ void add_renderable(Renderable &);
+ void add_renderable_for_pass(Renderable &, const Tag &);
+ void remove_renderable(Renderable &);
+
+ /** Adds a pass to the pipeline. It's permissible to add the same
+ Renderable multiple times. */
+ Pass &add_pass(const Tag &, Renderable &);
- void add_renderable(const Renderable &);
- void add_renderable_for_pass(const Renderable &, const Tag &);
- void remove_renderable(const Renderable &);
+ /** Adds a postprocessor to the pipeline. */
void add_postprocessor(PostProcessor &);
- virtual void render(const Tag &tag = Tag()) const;
+ virtual void setup_frame(Renderer &);
+ virtual void finish_frame();
+
+ void render();
virtual void render(Renderer &, const Tag &tag = Tag()) const;
private:
- void create_targets(bool);
+ void create_targets(unsigned);
};
} // namespace GL