X-Git-Url: http://git.tdb.fi/?a=blobdiff_plain;f=source%2Fpipeline.cpp;h=ce15597080618114fc719e1e332732f20809cb76;hb=40a0024a6466298d064697ed022465c7d3e9168e;hp=63bdc4e84bbf82f10b883ade20f7d89c6216bc12;hpb=c216893af147042e40c389e2530e71277c343044;p=libs%2Fgl.git diff --git a/source/pipeline.cpp b/source/pipeline.cpp index 63bdc4e8..ce155970 100644 --- a/source/pipeline.cpp +++ b/source/pipeline.cpp @@ -1,19 +1,12 @@ -/* $Id$ - -This file is part of libmspgl -Copyright © 2009-2010 Mikko Rasa, Mikkosoft Productions -Distributed under the LGPL -*/ - +#include #include "blend.h" #include "camera.h" -#include "effect.h" -#include "except.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" @@ -27,9 +20,13 @@ Pipeline::Pipeline(unsigned w, unsigned h, bool d): 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() @@ -37,6 +34,23 @@ Pipeline::~Pipeline() delete fbo; delete color_buf; delete depth_buf; + delete fbo_ms; + delete color_buf_ms; + delete depth_buf_ms; +} + +void Pipeline::set_hdr(bool h) +{ + hdr = h; + if(!postproc.empty()) + create_fbos(); +} + +void Pipeline::set_multisample(unsigned s) +{ + samples = s; + if(!postproc.empty()) + create_fbos(); } void Pipeline::set_camera(const Camera *c) @@ -44,30 +58,21 @@ void Pipeline::set_camera(const Camera *c) camera = c; } -PipelinePass &Pipeline::add_pass(const Tag &tag) +Pipeline::Pass &Pipeline::add_pass(const Tag &tag) { - if(passes.count(tag)) - throw KeyError("Pass already exists"); - - PipelinePass &pass = passes[tag]; + Pass &pass = insert_unique(passes, tag, Pass())->second; pass_order.push_back(tag); return pass; } -PipelinePass &Pipeline::get_pass(const Tag &tag) +Pipeline::Pass &Pipeline::get_pass(const Tag &tag) { - PassMap::iterator i = passes.find(tag); - if(i==passes.end()) - throw KeyError("Unknown pass"); - return i->second; + return get_item(passes, tag); } -const PipelinePass &Pipeline::get_pass(const Tag &tag) const +const Pipeline::Pass &Pipeline::get_pass(const Tag &tag) const { - PassMap::const_iterator i = passes.find(tag); - if(i==passes.end()) - throw KeyError("Unknown pass"); - return i->second; + return get_item(passes, tag); } void Pipeline::add_renderable(const Renderable &r) @@ -105,49 +110,26 @@ void Pipeline::remove_renderable(const Renderable &r) } } -void Pipeline::add_effect(Effect &e) -{ - effects.push_back(&e); -} - 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); - 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->storage(DEPTH_COMPONENT, width, height); - fbo->attach(DEPTH_ATTACHMENT, *depth_buf, 0); } } -void Pipeline::render(const Tag &tag) const +void Pipeline::render(Renderer &renderer, const Tag &tag) const { - const PipelinePass &pass = get_pass(tag); - - Bind bind_depth_test(pass.depth_test); - Bind bind_blend(pass.blend); - Bind bind_lighting(pass.lighting); + const Pass &pass = get_pass(tag); - for(vector::const_iterator i=pass.effects.begin(); i!=pass.effects.end(); ++i) - (*i)->prepare(); + Bind bind_depth_test(pass.get_depth_test()); + Bind bind_blend(pass.get_blend()); + Bind bind_lighting(pass.get_lighting()); 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(); + i->renderable->render(renderer, tag); } void Pipeline::render_all() const @@ -157,27 +139,92 @@ void Pipeline::render_all() const if(fbo) { - fbo->bind(); - fbo->clear(COLOR_BUFFER_BIT|DEPTH_BUFFER_BIT); + Framebuffer *f = (fbo_ms ? fbo_ms : fbo); + f->bind(); + f->clear(COLOR_BUFFER_BIT|DEPTH_BUFFER_BIT); } - for(vector::const_iterator i=effects.begin(); i!=effects.end(); ++i) - (*i)->prepare(); - + Renderer renderer(camera); 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(); + render(renderer, *i); 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, *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(): + 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)