X-Git-Url: http://git.tdb.fi/?a=blobdiff_plain;f=source%2Fpipeline.cpp;h=54ef25a10bca8e59a123eb96322123e393595640;hb=b617c5d7b5283ad260a77f01e42e6170cabbc03d;hp=b0a38a2d3240a11cc63dd8ee9c801e22a534514e;hpb=83bf78244e92ca6731edd8075f158fcec6e53027;p=libs%2Fgl.git diff --git a/source/pipeline.cpp b/source/pipeline.cpp index b0a38a2d..54ef25a1 100644 --- a/source/pipeline.cpp +++ b/source/pipeline.cpp @@ -1,10 +1,12 @@ /* $Id$ This file is part of libmspgl -Copyright © 2009 Mikko Rasa, Mikkosoft Productions +Copyright © 2009-2010 Mikko Rasa, Mikkosoft Productions Distributed under the LGPL */ +#include "blend.h" +#include "camera.h" #include "effect.h" #include "except.h" #include "framebuffer.h" @@ -12,6 +14,7 @@ Distributed under the LGPL #include "pipeline.h" #include "postprocessor.h" #include "renderbuffer.h" +#include "tests.h" #include "texture2d.h" using namespace std; @@ -20,6 +23,7 @@ namespace Msp { namespace GL { Pipeline::Pipeline(unsigned w, unsigned h, bool d): + camera(0), width(w), height(h), hdr(d), @@ -35,19 +39,24 @@ Pipeline::~Pipeline() delete depth_buf; } +void Pipeline::set_camera(const Camera *c) +{ + camera = c; +} + PipelinePass &Pipeline::add_pass(const Tag &tag) { - if(passes.count(tag.id)) + if(passes.count(tag)) throw KeyError("Pass already exists"); - PipelinePass &pass=passes[tag.id]; + PipelinePass &pass = passes[tag]; pass_order.push_back(tag); return pass; } PipelinePass &Pipeline::get_pass(const Tag &tag) { - map::iterator i=passes.find(tag.id); + PassMap::iterator i = passes.find(tag); if(i==passes.end()) throw KeyError("Unknown pass"); return i->second; @@ -55,17 +64,12 @@ PipelinePass &Pipeline::get_pass(const Tag &tag) const PipelinePass &Pipeline::get_pass(const Tag &tag) const { - map::const_iterator i=passes.find(tag.id); + PassMap::const_iterator i = passes.find(tag); if(i==passes.end()) throw KeyError("Unknown pass"); return i->second; } -bool Pipeline::has_pass(const Tag &tag) const -{ - return passes.count(tag.id); -} - void Pipeline::add_renderable(const Renderable &r) { renderables.push_back(&r); @@ -81,14 +85,14 @@ void Pipeline::add_postprocessor(PostProcessor &pp) postproc.push_back(&pp); if(!fbo) { - fbo=new Framebuffer; - color_buf=new Texture2D; + fbo = new Framebuffer; + color_buf = new Texture2D; color_buf->set_min_filter(NEAREST); color_buf->set_mag_filter(NEAREST); color_buf->storage((hdr ? RGB16F : RGB), width, height, 0); color_buf->image(0, RGB, UNSIGNED_BYTE, 0); fbo->attach(COLOR_ATTACHMENT0, *color_buf, 0); - depth_buf=new Renderbuffer; + depth_buf = new Renderbuffer; depth_buf->storage(DEPTH_COMPONENT, width, height); fbo->attach(DEPTH_ATTACHMENT, *depth_buf); Framebuffer::unbind(); @@ -97,40 +101,45 @@ void Pipeline::add_postprocessor(PostProcessor &pp) void Pipeline::render(const Tag &tag) const { - const PipelinePass &pass=get_pass(tag); - if(pass.lighting) - pass.lighting->bind(); + const PipelinePass &pass = get_pass(tag); + + Bind bind_depth_test(pass.depth_test); + Bind bind_blend(pass.blend); + Bind bind_lighting(pass.lighting); + for(vector::const_iterator i=pass.effects.begin(); i!=pass.effects.end(); ++i) - { (*i)->prepare(); - glViewport(0, 0, width, height); - } + for(vector::const_iterator i=renderables.begin(); i!=renderables.end(); ++i) (*i)->render(tag); - for(vector::const_iterator i=pass.effects.end(); i--!=pass.effects.begin();) - (*i)->cleanup(); - if(pass.lighting) - Lighting::unbind(); + + for(vector::const_iterator i=pass.effects.end(); i!=pass.effects.begin();) + (*--i)->cleanup(); } void Pipeline::render_all() const { + if(camera) + camera->apply(); + if(fbo) { fbo->bind(); - glClear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT); + clear(COLOR_BUFFER_BIT|DEPTH_BUFFER_BIT); } + for(vector::const_iterator i=effects.begin(); i!=effects.end(); ++i) - { (*i)->prepare(); - glViewport(0, 0, width, height); - } + for(vector::const_iterator i=pass_order.begin(); i!=pass_order.end(); ++i) render(*i); - for(vector::const_iterator i=effects.end(); i--!=effects.begin();) - (*i)->cleanup(); + + for(vector::const_iterator i=effects.end(); i!=effects.begin();) + (*--i)->cleanup(); + if(fbo) Framebuffer::unbind(); + // XXX Need two color buffer textures to handle multiple post-processors correctly for(vector::const_iterator i=postproc.begin(); i!=postproc.end(); ++i) (*i)->render(*color_buf);