-/* $Id$
-
-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 <set>
-#include "pipelinepass.h"
+#include "framebuffer.h"
#include "renderable.h"
+#include "renderbuffer.h"
+#include "rendertarget.h"
+#include "texture2d.h"
namespace Msp {
namespace GL {
+class Blend;
class Camera;
-class Effect;
-class Framebuffer;
+class Clipping;
+class DepthTest;
+class Lighting;
class PostProcessor;
-class Renderbuffer;
-class Texture2D;
+class View;
+/**
+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(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, PipelinePass> PassMap;
+ typedef std::list<Pass> PassList;
- PassMap passes;
- std::vector<Tag> pass_order;
+ PassList passes;
const Camera *camera;
std::vector<Slot> renderables;
- std::vector<Effect *> effects;
- std::vector<PostProcessor *> postproc;
+ std::vector<RefPtr<PostProcessor> > postproc;
unsigned width;
unsigned height;
bool hdr;
- Framebuffer *fbo;
- Texture2D *color_buf;
- Texture2D *depth_buf;
+ unsigned samples;
+ RenderTarget *target[2];
+ RenderTarget *target_ms;
public:
- Pipeline(unsigned, unsigned, bool);
+ Pipeline(unsigned, unsigned, bool = false);
+ Pipeline(const View &);
+private:
+ void init(unsigned, unsigned);
+public:
~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);
+
+ unsigned get_width() const { return width; }
+ unsigned get_height() const { return height; }
+ bool get_hdr() const { return hdr; }
+ unsigned get_multisample() const { return samples; }
+
+ // 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 &);
- PipelinePass &add_pass(const Tag &tag);
- PipelinePass &get_pass(const Tag &tag);
- const PipelinePass &get_pass(const Tag &tag) const;
+ /** 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 &);
- void add_effect(Effect &);
+ /** Adds a postprocessor to the pipeline. */
void add_postprocessor(PostProcessor &);
- virtual void render(const Tag &tag = Tag()) const;
- void render_all() const;
+ /** Adds a postprocessor to the pipeline, transferring ownership. The
+ postprocessor will be deleted together with with pipeline. It is also
+ deleted if this call throws an exception. */
+ void add_postprocessor_owned(PostProcessor *);
+
+private:
+ void add_postprocessor(PostProcessor *, bool);
+
+public:
+ virtual void setup_frame(Renderer &);
+ virtual void finish_frame();
+
+ void render();
+ virtual void render(Renderer &, const Tag &tag = Tag()) const;
+
+private:
+ void create_targets(unsigned);
};
} // namespace GL