class Lighting;
class PostProcessor;
+/**
+Encapsulates all of the information used to produce a complete image in the
+framebuffer. This is the highest level rendering class, combining Renderables
+with a camera, lights and some other influential objects.
+
+A Pipeline is also a Renderable itself. Externally, it only exposes the
+default pass. Internally, it can hold any number of passes, which are invoked
+in sequence when rendering the default pass is requested. Each pass can have a
+Lighting, a DepthTest and a Blend to control how it is rendered.
+
+A Pipeline's render method should normally be called without a Renderer; it
+will create one itself, using the camera specified for the Pipeline. If a
+Renderer is passed, its camera will be used instead.
+
+Renderables are rendered in the order they were added to the Pipeline. While
+it's possible to remove renderables as well, using a Scene is recommended if
+frequent add/remove operations are needed.
+
+Pipelines may have post-processors to apply full-screen effects. Framebuffer
+objects are automatically used to pass render results to the post-processors.
+High dynamic range and multisample rendering can also be used.
+*/
class Pipeline: public Renderable
{
public:
unsigned samples;
RenderTarget *target[2];
MultisampleTarget *target_ms;
+ mutable bool in_frame;
public:
Pipeline(unsigned, unsigned, bool = false);
void remove_renderable(const Renderable &);
void add_postprocessor(PostProcessor &);
+ virtual void setup_frame() const;
+ virtual void finish_frame() const;
+
virtual void render(const Tag &tag = Tag()) const;
virtual void render(Renderer &, const Tag &tag = Tag()) const;
private:
- void create_targets(bool);
+ void create_targets(unsigned);
};
} // namespace GL