X-Git-Url: http://git.tdb.fi/?a=blobdiff_plain;f=source%2Frender%2Fsequence.cpp;h=9a50b8f6f405648ff7b857af03f394b4a85d2eb7;hb=1509585cd1adcf7cff7beecc72e953583a2ea07e;hp=05cbafff08d66b406242da77228d83d0252d037b;hpb=1863f17c5c5563be8492d7f01e5c613a740ea1e9;p=libs%2Fgl.git diff --git a/source/render/sequence.cpp b/source/render/sequence.cpp index 05cbafff..9a50b8f6 100644 --- a/source/render/sequence.cpp +++ b/source/render/sequence.cpp @@ -1,13 +1,10 @@ #include #include "blend.h" -#include "camera.h" #include "framebuffer.h" #include "lighting.h" #include "postprocessor.h" -#include "renderbuffer.h" #include "renderer.h" #include "sequence.h" -#include "tests.h" #include "texture2d.h" #include "view.h" @@ -34,7 +31,6 @@ Sequence::Sequence(const Framebuffer &fbo) void Sequence::init(unsigned w, unsigned h) { - camera = 0; width = w; height = h; hdr = false; @@ -134,7 +130,7 @@ void Sequence::add_postprocessor(PostProcessor *pp, bool owned) } catch(...) { - if(!owned) + if(owned) delete pp; postproc.pop_back(); throw; @@ -160,32 +156,26 @@ 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()); - renderer.set_lighting(i->get_lighting()); + if (const Lighting *lighting = i->get_lighting()) + renderer.add_shader_data(lighting->get_shader_data()); renderer.set_clipping(i->get_clipping()); if(const Renderable *renderable = i->get_renderable()) @@ -194,21 +184,19 @@ 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(); - const Texture2D &color = target[j]->get_target_texture(RENDER_COLOR); - const Texture2D &depth = target[j]->get_target_texture(RENDER_DEPTH); + renderer.set_framebuffer(i+1get_framebuffer() : out_fbo); + const Texture2D &color = target[j]->get_target_texture(COLOR_ATTACHMENT); + const Texture2D &depth = target[j]->get_target_texture(DEPTH_ATTACHMENT); postproc[i].postproc->render(renderer, color, depth); } } @@ -230,7 +218,7 @@ void Sequence::create_targets(unsigned recreate) } PixelFormat color_pf = (hdr ? (alpha ? RGBA16F : RGB16F) : (alpha ? RGBA8 : RGB8)); - RenderTargetFormat fmt = (RENDER_COLOR,color_pf, RENDER_DEPTH); + FrameFormat fmt = (COLOR_ATTACHMENT,color_pf, DEPTH_ATTACHMENT); if(!postproc.empty() || samples) { if(!target[0]) @@ -240,7 +228,7 @@ void Sequence::create_targets(unsigned recreate) } if(!target_ms && samples) - target_ms = new RenderTarget(width, height, samples, fmt); + target_ms = new RenderTarget(width, height, fmt.set_samples(samples)); #ifdef DEBUG if(!debug_name.empty()) @@ -274,8 +262,6 @@ 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) { } @@ -285,19 +271,24 @@ 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; } void Sequence::Step::set_clipping(const Clipping *c) { - clipping =c; + clipping = c; } } // namespace GL