#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;
+class View;
/**
-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.
+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
{
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;
PassList passes;
const Camera *camera;
std::vector<Slot> renderables;
- std::vector<PostProcessor *> postproc;
+ std::vector<RefPtr<PostProcessor> > postproc;
unsigned width;
unsigned height;
bool hdr;
+ bool alpha;
unsigned samples;
RenderTarget *target[2];
- MultisampleTarget *target_ms;
- mutable bool in_frame;
+ RenderTarget *target_ms;
public:
Pipeline(unsigned, unsigned, bool = false);
+ Pipeline(const View &);
+ Pipeline(const Framebuffer &);
+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);
+
+ /* Enable or disable alpha channel. When enabled, all render targets are
+ created with an RGBA pixel format instead of RGB. */
+ void set_alpha(bool);
+
void set_multisample(unsigned);
- void set_camera(const Camera *);
- Pass &add_pass(const Tag &tag);
+ unsigned get_width() const { return width; }
+ unsigned get_height() const { return height; }
+ bool get_hdr() const { return hdr; }
+ unsigned get_multisample() const { return samples; }
+
+ /** 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 setup_frame() const;
- virtual void finish_frame() 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();
- 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