#include <map>
#include <set>
+#include "framebuffer.h"
#include "renderable.h"
+#include "renderbuffer.h"
+#include "texture2d.h"
namespace Msp {
namespace GL {
class Blend;
class Camera;
class DepthTest;
-class Framebuffer;
class Lighting;
class PostProcessor;
-class Renderbuffer;
-class Texture2D;
class Pipeline: public Renderable
{
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);
+ };
+
typedef std::list<Pass> PassList;
PassList passes;
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];
+ MultisampleTarget *target_ms;
public:
Pipeline(unsigned, unsigned, bool = false);
virtual void render(Renderer &, const Tag &tag = Tag()) const;
private:
- void create_fbos();
+ void create_targets(bool);
};
} // namespace GL