X-Git-Url: http://git.tdb.fi/?a=blobdiff_plain;f=source%2Fpipeline.h;h=f8fdb5450b18d42eb621ff0fb80141918b9ecbc8;hb=904de4f7fd994886adbd3a6c03bc1b7c14ebc562;hp=c14245fa9d83b81c637c4fc530223db9477ea3a0;hpb=5eb4e7ebd0dc36bc0d9817dedcc152f3bd581f70;p=libs%2Fgl.git diff --git a/source/pipeline.h b/source/pipeline.h index c14245fa..f8fdb545 100644 --- a/source/pipeline.h +++ b/source/pipeline.h @@ -3,7 +3,10 @@ #include #include +#include "framebuffer.h" #include "renderable.h" +#include "renderbuffer.h" +#include "texture2d.h" namespace Msp { namespace GL { @@ -11,12 +14,31 @@ namespace GL { class Blend; class Camera; class DepthTest; -class Framebuffer; 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: @@ -50,6 +72,24 @@ private: 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); + }; + typedef std::list PassList; PassList passes; @@ -60,12 +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); @@ -86,7 +122,7 @@ public: virtual void render(Renderer &, const Tag &tag = Tag()) const; private: - void create_fbos(); + void create_targets(bool); }; } // namespace GL