X-Git-Url: http://git.tdb.fi/?a=blobdiff_plain;f=source%2Fpipeline.cpp;h=63bdc4e84bbf82f10b883ade20f7d89c6216bc12;hb=c216893af147042e40c389e2530e71277c343044;hp=ea8b56a30763d74b2f98c93aec18e8a4f8173b5f;hpb=98c810b6d2256aa65986bbde12c38917678121bb;p=libs%2Fgl.git diff --git a/source/pipeline.cpp b/source/pipeline.cpp index ea8b56a3..63bdc4e8 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; @@ -55,20 +64,45 @@ 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 +void Pipeline::add_renderable(const Renderable &r) { - return passes.count(tag.id); + for(vector::iterator i=renderables.begin(); i!=renderables.end(); ++i) + if(i->renderable==&r) + { + i->passes.clear(); + return; + } + + renderables.push_back(&r); } -void Pipeline::add_renderable(const Renderable &r) +void Pipeline::add_renderable_for_pass(const Renderable &r, const Tag &tag) { + for(vector::iterator i=renderables.begin(); i!=renderables.end(); ++i) + if(i->renderable==&r) + { + i->passes.insert(tag); + return; + } + renderables.push_back(&r); + renderables.back().passes.insert(tag); +} + +void Pipeline::remove_renderable(const Renderable &r) +{ + for(vector::iterator i=renderables.begin(); i!=renderables.end(); ++i) + if(i->renderable==&r) + { + renderables.erase(i); + return; + } } void Pipeline::add_effect(Effect &e) @@ -81,54 +115,73 @@ 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); + color_buf->storage((hdr ? RGB16F : RGB), width, height); fbo->attach(COLOR_ATTACHMENT0, *color_buf, 0); - depth_buf=new Renderbuffer; + + depth_buf = new Texture2D; + depth_buf->set_min_filter(NEAREST); + depth_buf->set_mag_filter(NEAREST); depth_buf->storage(DEPTH_COMPONENT, width, height); - fbo->attach(DEPTH_ATTACHMENT, *depth_buf); - Framebuffer::unbind(); + fbo->attach(DEPTH_ATTACHMENT, *depth_buf, 0); } } 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(); - 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=renderables.begin(); i!=renderables.end(); ++i) + if(i->passes.empty() || i->passes.count(tag)) + i->renderable->render(tag); + + 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(); - clear(COLOR_BUFFER_BIT|DEPTH_BUFFER_BIT); + fbo->clear(COLOR_BUFFER_BIT|DEPTH_BUFFER_BIT); } + for(vector::const_iterator i=effects.begin(); i!=effects.end(); ++i) (*i)->prepare(); + 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); + (*i)->render(*color_buf, *depth_buf); } + +Pipeline::Slot::Slot(const Renderable *r): + renderable(r) +{ } + } // namespace GL } // namespace Msp