X-Git-Url: http://git.tdb.fi/?a=blobdiff_plain;f=source%2Fpipeline.h;h=d07e643176666f861e55dcb75a65f0de28b73021;hb=3b159edbe4e80a2bc19c4c2fcd42cb996b9fbfe0;hp=515ca1a48db7992c1ae8c3bebc1a6bfd9fd10085;hpb=812c37a8aef84f8720a3e1efedebecd993ec75b2;p=libs%2Fgl.git diff --git a/source/pipeline.h b/source/pipeline.h index 515ca1a4..d07e6431 100644 --- a/source/pipeline.h +++ b/source/pipeline.h @@ -13,31 +13,32 @@ 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. +framebuffer. This is the highest level rendering class. -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 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. A Camera can be specified for the entire +Pipeline. + +A Pipeline is also a Renderable itself. It will only respond to the default +pass. The Renderables within the Pipeline will be invoked with whatever tags +were specified when adding them. 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. +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 { @@ -49,18 +50,23 @@ public: const Lighting *lighting; const DepthTest *depth_test; const Blend *blend; + const Clipping *clipping; + const Renderable *renderable; public: - Pass(const Tag &); + Pass(const Tag &, const 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; } + const Renderable *get_renderable() const { return renderable; } }; private: @@ -112,11 +118,17 @@ public: void set_multisample(unsigned); void set_camera(const Camera *); + // Deprecated Pass &add_pass(const Tag &tag); - void add_renderable(const Renderable &); void add_renderable_for_pass(const Renderable &, const Tag &); void remove_renderable(const Renderable &); + + /** Adds a pass to the pipeline. It's permissible to add the same + Renderable multiple times. */ + Pass &add_pass(const Tag &, const Renderable &); + + /** Adds a postprocessor to the pipeline. */ void add_postprocessor(PostProcessor &); virtual void setup_frame() const;