"varying vec2 texcoord;\n"
"void main()\n"
"{\n"
- " gl_FragColor=mix(texture2D(source, texcoord), texture2D(blurred, texcoord), strength);"
+ " gl_FragColor=mix(texture2D(source, texcoord), texture2D(blurred, texcoord), strength);\n"
"}";
}
--- /dev/null
+/* $Id$
+
+This file is part of libmspgl
+Copyright © 2009 Mikko Rasa, Mikkosoft Productions
+Distributed under the LGPL
+*/
+
+#ifndef MSP_GL_EFFECT_H_
+#define MSP_GL_EFFECT_H_
+
+namespace Msp {
+namespace GL {
+
+class Effect
+{
+public:
+ virtual void prepare() =0;
+ virtual void cleanup() =0;
+};
+
+} // namespace GL
+} // namespace Msp
+
+#endif
--- /dev/null
+/* $Id$
+
+This file is part of libmspgl
+Copyright © 2009 Mikko Rasa, Mikkosoft Productions
+Distributed under the LGPL
+*/
+
+#include "effect.h"
+#include "except.h"
+#include "framebuffer.h"
+#include "lighting.h"
+#include "pipeline.h"
+#include "postprocessor.h"
+#include "renderbuffer.h"
+#include "texture2d.h"
+
+using namespace std;
+
+namespace Msp {
+namespace GL {
+
+Pipeline::Pipeline(unsigned w, unsigned h, bool d):
+ width(w),
+ height(h),
+ hdr(d),
+ fbo(0),
+ color_buf(0),
+ depth_buf(0)
+{ }
+
+Pipeline::~Pipeline()
+{
+ delete fbo;
+ delete color_buf;
+ delete depth_buf;
+}
+
+PipelinePass &Pipeline::add_pass(const Tag &tag)
+{
+ if(passes.count(tag.id))
+ throw KeyError("Pass already exists");
+
+ PipelinePass &pass=passes[tag.id];
+ pass_order.push_back(tag);
+ return pass;
+}
+
+PipelinePass &Pipeline::get_pass(const Tag &tag)
+{
+ map<unsigned, PipelinePass>::iterator i=passes.find(tag.id);
+ if(i==passes.end())
+ throw KeyError("Unknown pass");
+ return i->second;
+}
+
+const PipelinePass &Pipeline::get_pass(const Tag &tag) const
+{
+ map<unsigned, PipelinePass>::const_iterator i=passes.find(tag.id);
+ if(i==passes.end())
+ throw KeyError("Unknown pass");
+ return i->second;
+}
+
+bool Pipeline::has_pass(const Tag &tag) const
+{
+ return passes.count(tag.id);
+}
+
+void Pipeline::add_renderable(const Renderable &r)
+{
+ renderables.push_back(&r);
+}
+
+void Pipeline::add_effect(Effect &e)
+{
+ effects.push_back(&e);
+}
+
+void Pipeline::add_postprocessor(PostProcessor &pp)
+{
+ postproc.push_back(&pp);
+ if(!fbo)
+ {
+ fbo=new Framebuffer;
+ color_buf=new Texture2D;
+ color_buf->set_min_filter(NEAREST);
+ color_buf->set_mag_filter(NEAREST);
+ color_buf->storage((hdr ? RGB16F : RGB), width, height, 0);
+ color_buf->image(0, RGB, UNSIGNED_BYTE, 0);
+ fbo->attach(COLOR_ATTACHMENT0, *color_buf, 0);
+ depth_buf=new Renderbuffer;
+ depth_buf->storage(DEPTH_COMPONENT, width, height);
+ fbo->attach(DEPTH_ATTACHMENT, *depth_buf);
+ Framebuffer::unbind();
+ }
+}
+
+void Pipeline::render(const Tag &tag) const
+{
+ const PipelinePass &pass=get_pass(tag);
+ if(pass.lighting)
+ pass.lighting->bind();
+ for(vector<Effect *>::const_iterator i=pass.effects.begin(); i!=pass.effects.end(); ++i)
+ (*i)->prepare();
+ for(vector<const Renderable *>::const_iterator i=renderables.begin(); i!=renderables.end(); ++i)
+ (*i)->render(tag);
+ for(vector<Effect *>::const_iterator i=pass.effects.end(); i--!=pass.effects.begin();)
+ (*i)->cleanup();
+ if(pass.lighting)
+ Lighting::unbind();
+}
+
+void Pipeline::render_all() const
+{
+ if(fbo)
+ {
+ fbo->bind();
+ glClear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT);
+ }
+ for(vector<Effect *>::const_iterator i=effects.begin(); i!=effects.end(); ++i)
+ (*i)->prepare();
+ for(vector<Tag>::const_iterator i=pass_order.begin(); i!=pass_order.end(); ++i)
+ render(*i);
+ for(vector<Effect *>::const_iterator i=effects.end(); i--!=effects.begin();)
+ (*i)->cleanup();
+ if(fbo)
+ Framebuffer::unbind();
+ // XXX Need two color buffer textures to handle multiple post-processors correctly
+ for(vector<PostProcessor *>::const_iterator i=postproc.begin(); i!=postproc.end(); ++i)
+ (*i)->render(*color_buf);
+}
+
+} // namespace GL
+} // namespace Msp
--- /dev/null
+/* $Id$
+
+This file is part of libmspgl
+Copyright © 2009 Mikko Rasa, Mikkosoft Productions
+Distributed under the LGPL
+*/
+
+#ifndef MSP_GL_PIPELINE_H_
+#define MSP_GL_PIPELINE_H_
+
+#include <map>
+#include "pipelinepass.h"
+#include "renderable.h"
+
+namespace Msp {
+namespace GL {
+
+class Effect;
+class Framebuffer;
+class PostProcessor;
+class Renderbuffer;
+class Texture2D;
+
+class Pipeline: public Renderable
+{
+private:
+ std::map<unsigned, PipelinePass> passes;
+ std::vector<Tag> pass_order;
+ std::vector<const Renderable *> renderables;
+ std::vector<Effect *> effects;
+ std::vector<PostProcessor *> postproc;
+ unsigned width;
+ unsigned height;
+ bool hdr;
+ Framebuffer *fbo;
+ Texture2D *color_buf;
+ Renderbuffer *depth_buf;
+
+public:
+ Pipeline(unsigned, unsigned, bool);
+ ~Pipeline();
+
+ PipelinePass &add_pass(const Tag &tag);
+ PipelinePass &get_pass(const Tag &tag);
+ const PipelinePass &get_pass(const Tag &tag) const;
+ virtual bool has_pass(const Tag &tag) const;
+
+ void add_renderable(const Renderable &);
+ void add_effect(Effect &);
+ void add_postprocessor(PostProcessor &);
+
+ virtual void render(const Tag &tag=Tag()) const;
+ void render_all() const;
+};
+
+} // namespace GL
+} // namespace Msp
+
+#endif
--- /dev/null
+/* $Id$
+
+This file is part of libmspgl
+Copyright © 2009 Mikko Rasa, Mikkosoft Productions
+Distributed under the LGPL
+*/
+
+#include "pipelinepass.h"
+
+namespace Msp {
+namespace GL {
+
+PipelinePass::PipelinePass():
+ lighting(0)
+{ }
+
+} // namespace GL
+} // namespace Msp
--- /dev/null
+/* $Id$
+
+This file is part of libmspgl
+Copyright © 2009 Mikko Rasa, Mikkosoft Productions
+Distributed under the LGPL
+*/
+
+#ifndef MSP_GL_PIPELINEPASS_H_
+#define MSP_GL_PIPELINEPASS_H_
+
+#include <vector>
+
+namespace Msp {
+namespace GL {
+
+class Effect;
+class Lighting;
+
+struct PipelinePass
+{
+ std::vector<Effect *> effects;
+ Lighting *lighting;
+
+ PipelinePass();
+};
+
+} // namespace GL
+} // namespace Msp
+
+#endif
LUMINANCE16F = GL_LUMINANCE16F_ARB,
LUMINANCE32F = GL_LUMINANCE32F_ARB,
LUMINANCE_ALPHA = GL_LUMINANCE_ALPHA,
- LUMINANCE_ALPHA8 = GL_LUMINANCE_ALPHA8,
+ LUMINANCE_ALPHA8 = GL_LUMINANCE8_ALPHA8,
LUMINANCE_ALPHA16F = GL_LUMINANCE_ALPHA16F_ARB,
LUMINANCE_ALPHA32F = GL_LUMINANCE_ALPHA32F_ARB,
};