]> git.tdb.fi Git - libs/gl.git/commitdiff
Add a Pipeline framework for constructing complex rendering sequences
authorMikko Rasa <tdb@tdb.fi>
Tue, 27 Jan 2009 19:38:22 +0000 (19:38 +0000)
committerMikko Rasa <tdb@tdb.fi>
Tue, 27 Jan 2009 19:38:22 +0000 (19:38 +0000)
Some minor fixes

source/bloom.cpp
source/effect.h [new file with mode: 0644]
source/pipeline.cpp [new file with mode: 0644]
source/pipeline.h [new file with mode: 0644]
source/pipelinepass.cpp [new file with mode: 0644]
source/pipelinepass.h [new file with mode: 0644]
source/pixelformat.h

index 8a3bf3b295923f425c2d0fec68d5ffad90a55e15..b9e626989e1e585def0f45395cf6e5ff7ac1f016 100644 (file)
@@ -51,7 +51,7 @@ static const char combine_fs[]=
        "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"
        "}";
 
 }
diff --git a/source/effect.h b/source/effect.h
new file mode 100644 (file)
index 0000000..9f49c81
--- /dev/null
@@ -0,0 +1,24 @@
+/* $Id$
+
+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
diff --git a/source/pipeline.cpp b/source/pipeline.cpp
new file mode 100644 (file)
index 0000000..fcfead7
--- /dev/null
@@ -0,0 +1,134 @@
+/* $Id$
+
+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
diff --git a/source/pipeline.h b/source/pipeline.h
new file mode 100644 (file)
index 0000000..19bea10
--- /dev/null
@@ -0,0 +1,59 @@
+/* $Id$
+
+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
diff --git a/source/pipelinepass.cpp b/source/pipelinepass.cpp
new file mode 100644 (file)
index 0000000..e49db7e
--- /dev/null
@@ -0,0 +1,18 @@
+/* $Id$
+
+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
diff --git a/source/pipelinepass.h b/source/pipelinepass.h
new file mode 100644 (file)
index 0000000..9f79772
--- /dev/null
@@ -0,0 +1,30 @@
+/* $Id$
+
+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
index ef373b86ba467ef2132f0aad2a8adf18fe1b769a..6063145ad859c042eb5070c5ae787ad94d904d87 100644 (file)
@@ -40,7 +40,7 @@ enum PixelFormat
        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,
 };