X-Git-Url: http://git.tdb.fi/?a=blobdiff_plain;f=source%2Fpipeline.cpp;h=67ddf6566cf3592422490f3f61343f094beb8286;hb=afd943c2bf1dd289565be557fa778248fee54247;hp=9d5870cd1a6b03dbc71a1f4d444948684ca83a9c;hpb=56c9bfa0b47583fb9067705a69c3639a17d4a097;p=libs%2Fgl.git diff --git a/source/pipeline.cpp b/source/pipeline.cpp index 9d5870cd..67ddf656 100644 --- a/source/pipeline.cpp +++ b/source/pipeline.cpp @@ -1,17 +1,13 @@ -/* $Id$ - -This file is part of libmspgl -Copyright © 2009 Mikko Rasa, Mikkosoft Productions -Distributed under the LGPL -*/ - -#include "effect.h" -#include "except.h" +#include +#include "blend.h" +#include "camera.h" #include "framebuffer.h" #include "lighting.h" #include "pipeline.h" #include "postprocessor.h" #include "renderbuffer.h" +#include "renderer.h" +#include "tests.h" #include "texture2d.h" using namespace std; @@ -20,12 +16,17 @@ namespace Msp { namespace GL { Pipeline::Pipeline(unsigned w, unsigned h, bool d): + camera(0), width(w), height(h), hdr(d), + samples(0), fbo(0), color_buf(0), - depth_buf(0) + depth_buf(0), + fbo_ms(0), + color_buf_ms(0), + depth_buf_ms(0) { } Pipeline::~Pipeline() @@ -33,97 +34,195 @@ Pipeline::~Pipeline() delete fbo; delete color_buf; delete depth_buf; + delete fbo_ms; + delete color_buf_ms; + delete depth_buf_ms; } -PipelinePass &Pipeline::add_pass(const Tag &tag) +void Pipeline::set_hdr(bool h) { - if(passes.count(tag)) - throw KeyError("Pass already exists"); + hdr = h; + if(!postproc.empty()) + create_fbos(); +} - PipelinePass &pass=passes[tag]; - pass_order.push_back(tag); - return pass; +void Pipeline::set_multisample(unsigned s) +{ + samples = s; + if(!postproc.empty()) + create_fbos(); } -PipelinePass &Pipeline::get_pass(const Tag &tag) +void Pipeline::set_camera(const Camera *c) { - PassMap::iterator i=passes.find(tag); - if(i==passes.end()) - throw KeyError("Unknown pass"); - return i->second; + camera = c; } -const PipelinePass &Pipeline::get_pass(const Tag &tag) const +Pipeline::Pass &Pipeline::add_pass(const Tag &tag) { - PassMap::const_iterator i=passes.find(tag); - if(i==passes.end()) - throw KeyError("Unknown pass"); - return i->second; + passes.push_back(Pass(tag)); + return passes.back(); } void Pipeline::add_renderable(const Renderable &r) { + 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_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::add_effect(Effect &e) +void Pipeline::remove_renderable(const Renderable &r) { - effects.push_back(&e); + for(vector::iterator i=renderables.begin(); i!=renderables.end(); ++i) + if(i->renderable==&r) + { + renderables.erase(i); + return; + } } void Pipeline::add_postprocessor(PostProcessor &pp) { postproc.push_back(&pp); if(!fbo) + create_fbos(); { - 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->storage(DEPTH_COMPONENT, width, height); - fbo->attach(DEPTH_ATTACHMENT, *depth_buf); - Framebuffer::unbind(); } } void Pipeline::render(const Tag &tag) const { - const PipelinePass &pass=get_pass(tag); - if(pass.lighting) - pass.lighting->bind(); - 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(); + if(tag.id) + return; + + Renderer renderer(camera); + render(renderer, tag); } -void Pipeline::render_all() const +void Pipeline::render(Renderer &renderer, const Tag &tag) const { + if(tag.id) + return; + if(fbo) { - fbo->bind(); - clear(COLOR_BUFFER_BIT|DEPTH_BUFFER_BIT); + Framebuffer *f = (fbo_ms ? fbo_ms : fbo); + // XXX exception safety + f->bind(); + f->clear(COLOR_BUFFER_BIT|DEPTH_BUFFER_BIT); + } + + for(PassList::const_iterator i=passes.begin(); i!=passes.end(); ++i) + { + Bind bind_depth_test(i->get_depth_test()); + Bind bind_blend(i->get_blend()); + Bind bind_lighting(i->get_lighting()); + + for(vector::const_iterator j=renderables.begin(); j!=renderables.end(); ++j) + if(j->passes.empty() || j->passes.count(i->get_tag())) + j->renderable->render(renderer, i->get_tag()); } - 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(); + if(fbo) + { + if(fbo_ms) + fbo->blit_from(*fbo_ms, COLOR_BUFFER_BIT|DEPTH_BUFFER_BIT, false); 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); } +void Pipeline::create_fbos() +{ + delete fbo; + delete color_buf; + delete depth_buf; + + delete fbo_ms; + fbo_ms = 0; + delete color_buf_ms; + color_buf_ms = 0; + delete depth_buf_ms; + depth_buf_ms = 0; + + fbo = new Framebuffer; + + color_buf = new Texture2D; + color_buf->set_min_filter(NEAREST); + color_buf->set_mag_filter(NEAREST); + color_buf->set_wrap(CLAMP_TO_EDGE); + color_buf->storage((hdr ? RGB16F : RGB), width, height); + fbo->attach(COLOR_ATTACHMENT0, *color_buf, 0); + + depth_buf = new Texture2D; + depth_buf->set_min_filter(NEAREST); + depth_buf->set_mag_filter(NEAREST); + depth_buf->set_wrap(CLAMP_TO_EDGE); + depth_buf->storage(DEPTH_COMPONENT, width, height); + fbo->attach(DEPTH_ATTACHMENT, *depth_buf, 0); + + if(samples) + { + fbo_ms = new Framebuffer; + + color_buf_ms = new Renderbuffer; + color_buf_ms->storage_multisample(samples, (hdr ? RGB16F : RGB), width, height); + fbo_ms->attach(COLOR_ATTACHMENT0, *color_buf_ms); + + depth_buf_ms = new Renderbuffer; + depth_buf_ms->storage_multisample(samples, DEPTH_COMPONENT, width, height); + fbo_ms->attach(DEPTH_ATTACHMENT, *depth_buf_ms); + } +} + + +Pipeline::Pass::Pass(const Tag &t): + tag(t), + lighting(0), + depth_test(0), + blend(0) +{ } + +void Pipeline::Pass::set_lighting(const Lighting *l) +{ + lighting = l; +} + +void Pipeline::Pass::set_depth_test(const DepthTest *d) +{ + depth_test = d; +} + +void Pipeline::Pass::set_blend(const Blend *b) +{ + blend = b; +} + + +Pipeline::Slot::Slot(const Renderable *r): + renderable(r) +{ } + } // namespace GL } // namespace Msp