X-Git-Url: http://git.tdb.fi/?a=blobdiff_plain;f=source%2Fpipeline.h;h=1e5b6aa4c9894529e44cb0094c5b9a08837b01e6;hb=0ab875bdc9fbf84ecfce883b188410bb45882447;hp=011a96bba5e37d6ca1bd056bfe1cede1c047cb03;hpb=40a0024a6466298d064697ed022465c7d3e9168e;p=libs%2Fgl.git diff --git a/source/pipeline.h b/source/pipeline.h index 011a96bb..1e5b6aa4 100644 --- a/source/pipeline.h +++ b/source/pipeline.h @@ -3,54 +3,76 @@ #include #include +#include "framebuffer.h" #include "renderable.h" +#include "renderbuffer.h" +#include "rendertarget.h" +#include "texture2d.h" namespace Msp { namespace GL { class Blend; class Camera; +class Clipping; class DepthTest; -class Framebuffer; class Lighting; class PostProcessor; -class Renderbuffer; -class Texture2D; +/** +Top-level content class. Typically a Pipeline is used as the content +Renderable for a View or effects such as ShadowMap or EnvironmentMap. + +A Pipeline contains a sequence of passes. Each pass has a Renderable along +with Lighting, Clipping, DepthTest and Blend states. Scenes can be used to +organize Renderables within a pass. + +PostProcessors can be applied after all of the passes in the Pipeline have been +rendered. Framebuffer objects are automatically used to pass render results to +the PostProcessors. High dynamic range and multisample rendering can be +requested for increased quality. +*/ class Pipeline: public Renderable { public: class Pass { private: + Tag tag; const Lighting *lighting; const DepthTest *depth_test; const Blend *blend; + const Clipping *clipping; + Renderable *renderable; public: - Pass(); + Pass(const Tag &, Renderable *); + + const Tag &get_tag() const { return tag; } void set_lighting(const Lighting *); void set_depth_test(const DepthTest *); void set_blend(const Blend *); + void set_clipping(const Clipping *); const Lighting *get_lighting() const { return lighting; } const DepthTest *get_depth_test() const { return depth_test; } const Blend *get_blend() const { return blend; } + const Clipping *get_clipping() const { return clipping; } + Renderable *get_renderable() const { return renderable; } }; private: struct Slot { - const Renderable *renderable; + Renderable *renderable; std::set passes; - Slot(const Renderable *); + Slot(Renderable *); }; - typedef std::map PassMap; + typedef std::list PassList; - PassMap passes; - std::vector pass_order; + PassList passes; const Camera *camera; std::vector renderables; std::vector postproc; @@ -58,12 +80,8 @@ private: unsigned height; bool hdr; unsigned samples; - Framebuffer *fbo; - Texture2D *color_buf; - Texture2D *depth_buf; - Framebuffer *fbo_ms; - Renderbuffer *color_buf_ms; - Renderbuffer *depth_buf_ms; + RenderTarget *target[2]; + RenderTarget *target_ms; public: Pipeline(unsigned, unsigned, bool = false); @@ -71,22 +89,29 @@ public: void set_hdr(bool); void set_multisample(unsigned); - void set_camera(const Camera *); + // Deprecated + void set_camera(const Camera *); Pass &add_pass(const Tag &tag); - Pass &get_pass(const Tag &tag); - const Pass &get_pass(const Tag &tag) const; + void add_renderable(Renderable &); + void add_renderable_for_pass(Renderable &, const Tag &); + void remove_renderable(Renderable &); + + /** Adds a pass to the pipeline. It's permissible to add the same + Renderable multiple times. */ + Pass &add_pass(const Tag &, Renderable &); - void add_renderable(const Renderable &); - void add_renderable_for_pass(const Renderable &, const Tag &); - void remove_renderable(const Renderable &); + /** Adds a postprocessor to the pipeline. */ void add_postprocessor(PostProcessor &); + virtual void setup_frame(Renderer &); + virtual void finish_frame(); + + void render(); virtual void render(Renderer &, const Tag &tag = Tag()) const; - void render_all() const; private: - void create_fbos(); + void create_targets(unsigned); }; } // namespace GL