#include <map>
#include <set>
+#include "framebuffer.h"
#include "renderable.h"
+#include "renderbuffer.h"
+#include "rendertarget.h"
+#include "texture2d.h"
namespace Msp {
namespace GL {
class Blend;
class Camera;
+class Clipping;
class DepthTest;
-class Framebuffer;
class Lighting;
class PostProcessor;
-class Renderbuffer;
-class Texture2D;
+/**
+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:
class Pass
{
private:
+ Tag tag;
const Lighting *lighting;
const DepthTest *depth_test;
const Blend *blend;
+ const Clipping *clipping;
+ Renderable *renderable;
public:
- Pass();
+ 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 *);
+ Slot(Renderable *);
};
- typedef std::map<Tag, Pass> PassMap;
+ typedef std::list<Pass> PassList;
- PassMap passes;
- std::vector<Tag> pass_order;
+ PassList passes;
const Camera *camera;
std::vector<Slot> renderables;
std::vector<PostProcessor *> postproc;
unsigned height;
bool hdr;
unsigned samples;
- Framebuffer *fbo;
- Texture2D *color_buf;
- Texture2D *depth_buf;
- Framebuffer *fbo_ms;
- Renderbuffer *color_buf_ms;
- Renderbuffer *depth_buf_ms;
+ RenderTarget *target[2];
+ RenderTarget *target_ms;
public:
Pipeline(unsigned, unsigned, bool = false);
~Pipeline();
+ /* Sets high dynamic range mode. Requires floating-point texture support.
+ A ColorCurve postprocessor is recommended for full benefit. */
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);
- Pass &get_pass(const Tag &tag);
- const Pass &get_pass(const Tag &tag) const;
+ void add_renderable(Renderable &);
+ void add_renderable_for_pass(Renderable &, const Tag &);
+ void remove_renderable(Renderable &);
- void add_renderable(const Renderable &);
- void add_renderable_for_pass(const Renderable &, const Tag &);
- void remove_renderable(const Renderable &);
+ /** Adds a pass to the pipeline. It's permissible to add the same
+ Renderable multiple times. */
+ Pass &add_pass(const Tag &, Renderable &);
+
+ /** Adds a postprocessor to the pipeline. */
void add_postprocessor(PostProcessor &);
+ virtual void setup_frame(Renderer &);
+ virtual void finish_frame();
+
+ void render();
virtual void render(Renderer &, const Tag &tag = Tag()) const;
- void render_all() const;
private:
- void create_fbos();
+ void create_targets(unsigned);
};
} // namespace GL