X-Git-Url: http://git.tdb.fi/?a=blobdiff_plain;f=source%2Fpipeline.h;h=f8fdb5450b18d42eb621ff0fb80141918b9ecbc8;hb=904de4f7fd994886adbd3a6c03bc1b7c14ebc562;hp=85179b7d5abfb4c4263c39176b53d6fd26a0a7a5;hpb=7cbe8cc9893fe14f889321bd55e78b0ed6503e23;p=libs%2Fgl.git diff --git a/source/pipeline.h b/source/pipeline.h index 85179b7d..f8fdb545 100644 --- a/source/pipeline.h +++ b/source/pipeline.h @@ -3,20 +3,66 @@ #include #include -#include "pipelinepass.h" +#include "framebuffer.h" #include "renderable.h" +#include "renderbuffer.h" +#include "texture2d.h" namespace Msp { namespace GL { +class Blend; class Camera; -class Framebuffer; +class DepthTest; +class Lighting; class PostProcessor; -class Renderbuffer; -class Texture2D; +/** +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. +*/ class Pipeline: public Renderable { +public: + class Pass + { + private: + Tag tag; + const Lighting *lighting; + const DepthTest *depth_test; + const Blend *blend; + + public: + Pass(const Tag &); + + const Tag &get_tag() const { return tag; } + + void set_lighting(const Lighting *); + void set_depth_test(const DepthTest *); + void set_blend(const Blend *); + const Lighting *get_lighting() const { return lighting; } + const DepthTest *get_depth_test() const { return depth_test; } + const Blend *get_blend() const { return blend; } + }; + private: struct Slot { @@ -26,10 +72,27 @@ private: Slot(const Renderable *); }; - typedef std::map PassMap; + 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); + }; + + typedef std::list PassList; - PassMap passes; - std::vector pass_order; + PassList passes; const Camera *camera; std::vector renderables; std::vector postproc; @@ -37,12 +100,8 @@ 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]; + MultisampleTarget *target_ms; public: Pipeline(unsigned, unsigned, bool = false); @@ -52,20 +111,18 @@ public: void set_multisample(unsigned); void set_camera(const Camera *); - PipelinePass &add_pass(const Tag &tag); - PipelinePass &get_pass(const Tag &tag); - const PipelinePass &get_pass(const Tag &tag) const; + 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 &); void add_postprocessor(PostProcessor &); + virtual void render(const Tag &tag = Tag()) const; virtual void render(Renderer &, const Tag &tag = Tag()) const; - void render_all() const; private: - void create_fbos(); + void create_targets(bool); }; } // namespace GL