X-Git-Url: http://git.tdb.fi/?a=blobdiff_plain;f=source%2Fpipeline.h;h=1e5b6aa4c9894529e44cb0094c5b9a08837b01e6;hb=5c5d094255ae5b0a07f99392a5a099ad9c8e8e38;hp=f8fdb5450b18d42eb621ff0fb80141918b9ecbc8;hpb=904de4f7fd994886adbd3a6c03bc1b7c14ebc562;p=libs%2Fgl.git diff --git a/source/pipeline.h b/source/pipeline.h index f8fdb545..1e5b6aa4 100644 --- a/source/pipeline.h +++ b/source/pipeline.h @@ -6,6 +6,7 @@ #include "framebuffer.h" #include "renderable.h" #include "renderbuffer.h" +#include "rendertarget.h" #include "texture2d.h" namespace Msp { @@ -13,31 +14,23 @@ namespace GL { class Blend; class Camera; +class Clipping; class DepthTest; class Lighting; class PostProcessor; /** -Encapsulates all of the information used to produce a complete image in the -framebuffer. This is the highest level rendering class, combining Renderables -with a camera, lights and some other influential objects. - -A Pipeline is also a Renderable itself. Externally, it only exposes the -default pass. Internally, it can hold any number of passes, which are invoked -in sequence when rendering the default pass is requested. Each pass can have a -Lighting, a DepthTest and a Blend to control how it is rendered. - -A Pipeline's render method should normally be called without a Renderer; it -will create one itself, using the camera specified for the Pipeline. If a -Renderer is passed, its camera will be used instead. - -Renderables are rendered in the order they were added to the Pipeline. While -it's possible to remove renderables as well, using a Scene is recommended if -frequent add/remove operations are needed. - -Pipelines may have post-processors to apply full-screen effects. Framebuffer -objects are automatically used to pass render results to the post-processors. -High dynamic range and multisample rendering can also be used. +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 { @@ -49,45 +42,32 @@ public: const Lighting *lighting; const DepthTest *depth_test; const Blend *blend; + const Clipping *clipping; + Renderable *renderable; public: - Pass(const Tag &); + 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 *); - }; - - struct RenderTarget - { - Framebuffer fbo; - Texture2D color; - Texture2D depth; - - RenderTarget(unsigned, unsigned, PixelFormat); - }; - - struct MultisampleTarget - { - Framebuffer fbo; - Renderbuffer color; - Renderbuffer depth; - - MultisampleTarget(unsigned, unsigned, unsigned, PixelFormat); + Slot(Renderable *); }; typedef std::list PassList; @@ -101,7 +81,7 @@ private: bool hdr; unsigned samples; RenderTarget *target[2]; - MultisampleTarget *target_ms; + RenderTarget *target_ms; public: Pipeline(unsigned, unsigned, bool = false); @@ -109,20 +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); + 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 render(const Tag &tag = Tag()) const; + virtual void setup_frame(Renderer &); + virtual void finish_frame(); + + void render(); virtual void render(Renderer &, const Tag &tag = Tag()) const; private: - void create_targets(bool); + void create_targets(unsigned); }; } // namespace GL