#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;
/**
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.
+framebuffer. This is the highest level rendering class.
-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 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. A Camera can be specified for the entire
+Pipeline.
+
+A Pipeline is also a Renderable itself. It will only respond to the default
+pass. The Renderables within the Pipeline will be invoked with whatever tags
+were specified when adding them.
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.
+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;
+ const Renderable *renderable;
public:
- Pass(const Tag &);
+ Pass(const Tag &, const 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; }
+ const Renderable *get_renderable() const { return renderable; }
};
private:
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;
bool hdr;
unsigned samples;
RenderTarget *target[2];
- MultisampleTarget *target_ms;
+ RenderTarget *target_ms;
+ mutable bool in_frame;
public:
Pipeline(unsigned, unsigned, bool = false);
void set_multisample(unsigned);
void set_camera(const Camera *);
+ // Deprecated
Pass &add_pass(const Tag &tag);
-
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 &, const Renderable &);
+
+ /** Adds a postprocessor to the pipeline. */
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