X-Git-Url: http://git.tdb.fi/?a=blobdiff_plain;f=source%2Frender%2Fsequence.cpp;h=89d475e3fe1121d83cc98f0f55b6cb372964ccdc;hb=ce3658993ce2f6b7527a04a36a5e1af349c6f2e9;hp=9161c75146cc7552ac5363e21d69700a7ff5b564;hpb=45de0062950ad822ed0379ed4fe807d333e1b8f1;p=libs%2Fgl.git diff --git a/source/render/sequence.cpp b/source/render/sequence.cpp index 9161c751..89d475e3 100644 --- a/source/render/sequence.cpp +++ b/source/render/sequence.cpp @@ -7,7 +7,6 @@ #include "renderbuffer.h" #include "renderer.h" #include "sequence.h" -#include "tests.h" #include "texture2d.h" #include "view.h" @@ -160,30 +159,23 @@ void Sequence::render(Renderer &renderer, Tag tag) const if(tag.id) return; - const Framebuffer *out_fbo = Framebuffer::current(); - // These are no-ops but will ensure the related state gets restored - BindRestore restore_fbo(out_fbo); - BindRestore restore_depth_test(DepthTest::current()); - BindRestore restore_blend(Blend::current()); + Renderer::Push _push(renderer); + + const Framebuffer *out_fbo = renderer.get_framebuffer(); if(target[0]) { - Framebuffer &fbo = (samples ? target_ms : target[0])->get_framebuffer(); - fbo.bind(); - fbo.clear(); + renderer.set_framebuffer(&(samples ? target_ms : target[0])->get_framebuffer()); + renderer.clear(); } for(vector::const_iterator i=steps.begin(); i!=steps.end(); ++i) { - if(const DepthTest *dt = i->get_depth_test()) - dt->bind(); - else - DepthTest::unbind(); + Renderer::Push _push2(renderer); - if(const Blend *b = i->get_blend()) - b->bind(); - else - Blend::unbind(); + renderer.set_depth_test(&i->get_depth_test()); + renderer.set_stencil_test(&i->get_stencil_test()); + renderer.set_blend(&i->get_blend()); if (const Lighting *lighting = i->get_lighting()) renderer.add_shader_data(lighting->get_shader_data()); @@ -195,19 +187,17 @@ void Sequence::render(Renderer &renderer, Tag tag) const if(target[0]) { - DepthTest::unbind(); - Blend::unbind(); - if(samples) - target[0]->blit_from(*target_ms); + renderer.resolve_multisample(target[0]->get_framebuffer(), COLOR_BUFFER_BIT|DEPTH_BUFFER_BIT); + + renderer.set_depth_test(0); + renderer.set_stencil_test(0); + renderer.set_blend(0); for(unsigned i=0; iget_framebuffer().bind(); - else - out_fbo->bind(); + renderer.set_framebuffer(i+1get_framebuffer() : out_fbo); const Texture2D &color = target[j]->get_target_texture(RENDER_COLOR); const Texture2D &depth = target[j]->get_target_texture(RENDER_DEPTH); postproc[i].postproc->render(renderer, color, depth); @@ -275,8 +265,6 @@ void Sequence::set_target_debug_names() Sequence::Step::Step(Tag t, Renderable *r): tag(t), lighting(0), - depth_test(0), - blend(0), clipping(0), renderable(r) { } @@ -286,12 +274,17 @@ void Sequence::Step::set_lighting(const Lighting *l) lighting = l; } -void Sequence::Step::set_depth_test(const DepthTest *d) +void Sequence::Step::set_depth_test(const DepthTest &dt) +{ + depth_test = dt; +} + +void Sequence::Step::set_stencil_test(const StencilTest &st) { - depth_test = d; + stencil_test = st; } -void Sequence::Step::set_blend(const Blend *b) +void Sequence::Step::set_blend(const Blend &b) { blend = b; }