-#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"
width(0),
height(0),
target{0, 0},
- target_ms(0)
+ target_ms(0),
+ clear_enabled(false),
+ clear_depth(1.0f),
+ clear_stencil(0)
{ }
Sequence::Sequence(unsigned w, unsigned h, const FrameFormat &f):
width(w),
height(h),
target_format(f),
- target_ms(0)
+ target_ms(0),
+ clear_enabled(false),
+ clear_depth(1.0f),
+ clear_stencil(0)
{
if(target_format.empty())
throw invalid_argument("Sequence::Sequence");
delete target_ms;
}
+void Sequence::set_clear_enabled(bool c)
+{
+ clear_enabled = c;
+}
+
+void Sequence::set_clear_colors(const vector<Color> &c)
+{
+ clear_enabled = true;
+ clear_colors = c;
+}
+
+void Sequence::set_clear_depth(float d)
+{
+ clear_enabled = true;
+ clear_depth = d;
+}
+
+void Sequence::set_clear_stencil(int s)
+{
+ clear_enabled = true;
+ clear_stencil = s;
+}
+
Sequence::Step &Sequence::add_step(Tag tag, Renderable &r)
{
steps.push_back(Step(tag, &r));
const Framebuffer *out_fbo = renderer.get_framebuffer();
if(target[0])
- {
renderer.set_framebuffer(&(target_ms ? target_ms : target[0])->get_framebuffer());
- renderer.clear();
+
+ if(clear_enabled)
+ {
+ 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)
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);