Pipeline::Pass &Pipeline::add_pass(const Tag &tag)
{
- passes.push_back(Pass(tag));
+ passes.push_back(Pass(tag, 0));
return passes.back();
}
}
}
+Pipeline::Pass &Pipeline::add_pass(const Tag &tag, const Renderable &r)
+{
+ passes.push_back(Pass(tag, &r));
+ return passes.back();
+}
+
void Pipeline::add_postprocessor(PostProcessor &pp)
{
postproc.push_back(&pp);
void Pipeline::setup_frame() const
{
in_frame = true;
+ for(PassList::const_iterator i=passes.begin(); i!=passes.end(); ++i)
+ if(const Renderable *renderable = i->get_renderable())
+ renderable->setup_frame();
for(vector<Slot>::const_iterator i=renderables.begin(); i!=renderables.end(); ++i)
i->renderable->setup_frame();
}
void Pipeline::finish_frame() const
{
in_frame = false;
+ for(PassList::const_iterator i=passes.begin(); i!=passes.end(); ++i)
+ if(const Renderable *renderable = i->get_renderable())
+ renderable->finish_frame();
for(vector<Slot>::const_iterator i=renderables.begin(); i!=renderables.end(); ++i)
i->renderable->finish_frame();
}
renderer.set_lighting(i->get_lighting());
renderer.set_clipping(i->get_clipping());
+ if(const Renderable *renderable = i->get_renderable())
+ renderer.render(*renderable, i->get_tag());
+
for(vector<Slot>::const_iterator j=renderables.begin(); j!=renderables.end(); ++j)
if(j->passes.empty() || j->passes.count(i->get_tag()))
renderer.render(*j->renderable, i->get_tag());
}
-Pipeline::Pass::Pass(const Tag &t):
+Pipeline::Pass::Pass(const Tag &t, const Renderable *r):
tag(t),
lighting(0),
depth_test(0),
blend(0),
- clipping(0)
+ clipping(0),
+ renderable(r)
{ }
void Pipeline::Pass::set_lighting(const Lighting *l)
/**
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
{
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; }
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:
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;