-#include <msp/core/maputils.h>
-#include "blend.h"
+#include <msp/strings/format.h>
#include "error.h"
-#include "framebuffer.h"
#include "lighting.h"
#include "postprocessor.h"
#include "renderer.h"
+#include "rendertarget.h"
#include "sequence.h"
#include "texture2d.h"
namespace Msp {
namespace GL {
-Sequence::Sequence():
- width(0),
- height(0),
- target{0, 0},
- target_ms(0),
- clear_enabled(false)
-{ }
+Tag Sequence::noclear_tag = "noclear";
Sequence::Sequence(unsigned w, unsigned h, const FrameFormat &f):
width(w),
height(h),
- target_format(f),
- target_ms(0),
- clear_enabled(false)
+ target_format(f)
{
if(target_format.empty())
throw invalid_argument("Sequence::Sequence");
Sequence::~Sequence()
{
- for(PostProcStep &p: postproc)
- if(p.owned)
- delete p.postproc;
+ for(OwnedObject &o: owned_data)
+ o.delete_func(o.pointer);
delete target[0];
delete target[1];
delete target_ms;
clear_enabled = c;
}
-Sequence::Step &Sequence::add_step(Tag tag, Renderable &r)
+void Sequence::set_clear_colors(const vector<Color> &c)
{
- steps.push_back(Step(tag, &r));
- return steps.back();
+ clear_enabled = true;
+ clear_colors = c;
}
-void Sequence::add_postprocessor(PostProcessor &pp)
+void Sequence::set_clear_depth(float d)
{
- add_postprocessor(&pp, false);
+ clear_enabled = true;
+ clear_depth = d;
}
-void Sequence::add_postprocessor_owned(PostProcessor *pp)
+void Sequence::set_clear_stencil(int s)
{
- add_postprocessor(pp, true);
+ clear_enabled = true;
+ clear_stencil = s;
}
-void Sequence::add_postprocessor(PostProcessor *pp, bool owned)
+Sequence::Step &Sequence::add_step(Tag tag, Renderable &r)
+{
+ steps.push_back(Step(tag, &r));
+ return steps.back();
+}
+
+void Sequence::add_postprocessor(PostProcessor &pp)
{
if(target_format.empty())
- {
- if(owned)
- delete pp;
throw invalid_operation("Sequence::add_postprocessor");
- }
- postproc.push_back(PostProcStep(pp, owned));
+ postproc.push_back(&pp);
}
void Sequence::setup_frame(Renderer &renderer)
void Sequence::render(Renderer &renderer, Tag tag) const
{
- if(tag.id)
+ if(tag.id && tag!=noclear_tag)
return;
Renderer::Push _push(renderer);
if(target[0])
renderer.set_framebuffer(&(target_ms ? target_ms : target[0])->get_framebuffer());
- if(clear_enabled)
- renderer.clear();
+ if(clear_enabled && tag!=noclear_tag)
+ {
+ const Framebuffer *target_fbo = renderer.get_framebuffer();
+ if(!target_fbo)
+ throw invalid_operation("Sequence::render");
+
+ const FrameFormat &format = target_fbo->get_format();
+ ClearValue clear_values[7];
+ unsigned i = 0;
+ Color default_color = (clear_colors.empty() ? Color(0.0f, 0.0f, 0.0f, 0.0f) : clear_colors.front());
+ ClearValue *cv = clear_values;
+ for(FrameAttachment a: format)
+ {
+ if(get_attach_point(a)==get_attach_point(DEPTH_ATTACHMENT))
+ cv->depth_stencil.depth = clear_depth;
+ else if(get_attach_point(a)==get_attach_point(STENCIL_ATTACHMENT))
+ cv->depth_stencil.stencil = clear_stencil;
+ else
+ cv->color = (i<clear_colors.size() ? clear_colors[i++] : default_color);
+ ++cv;
+ }
+
+ renderer.clear(clear_values);
+ }
for(const Step &s: steps)
{
renderer.set_depth_test(&s.get_depth_test());
renderer.set_stencil_test(&s.get_stencil_test());
- renderer.set_blend(&s.get_blend());
- if (const Lighting *lighting = s.get_lighting())
+ if(const Lighting *lighting = s.get_lighting())
renderer.add_shader_data(lighting->get_shader_data());
- renderer.set_clipping(s.get_clipping());
if(const Renderable *renderable = s.get_renderable())
- renderer.render(*renderable, s.get_tag());
+ renderable->render(renderer, s.get_tag());
}
if(target[0])
{
if(target_ms)
- renderer.resolve_multisample(target[0]->get_framebuffer(), COLOR_BUFFER_BIT|DEPTH_BUFFER_BIT);
+ renderer.resolve_multisample(target[0]->get_framebuffer());
renderer.set_depth_test(0);
renderer.set_stencil_test(0);
renderer.set_framebuffer(i+1<postproc.size() ? &target[1-j]->get_framebuffer() : out_fbo);
const Texture2D &color = target[j]->get_target_texture(COLOR_ATTACHMENT);
const Texture2D &depth = target[j]->get_target_texture(DEPTH_ATTACHMENT);
- postproc[i].postproc->render(renderer, color, depth);
+ postproc[i]->render(renderer, color, depth);
}
}
}
Sequence::Step::Step(Tag t, Renderable *r):
tag(t),
lighting(0),
- clipping(0),
renderable(r)
{ }
stencil_test = st;
}
-void Sequence::Step::set_blend(const Blend &b)
-{
- blend = b;
-}
-
-void Sequence::Step::set_clipping(const Clipping *c)
-{
- clipping = c;
-}
-
} // namespace GL
} // namespace Msp