height(h),
hdr(d),
samples(0),
- fbo(0),
- color_buf(0),
- depth_buf(0),
- fbo_ms(0),
- color_buf_ms(0),
- depth_buf_ms(0)
-{ }
+ target_ms(0)
+{
+ target[0] = 0;
+ target[1] = 0;
+}
Pipeline::~Pipeline()
{
- delete fbo;
- delete color_buf;
- delete depth_buf;
- delete fbo_ms;
- delete color_buf_ms;
- delete depth_buf_ms;
+ delete target[0];
+ delete target[1];
+ delete target_ms;
}
void Pipeline::set_hdr(bool h)
{
hdr = h;
- if(!postproc.empty())
- create_fbos();
+ create_targets(true);
}
void Pipeline::set_multisample(unsigned s)
{
samples = s;
- if(!postproc.empty())
- create_fbos();
+ create_targets(false);
}
void Pipeline::set_camera(const Camera *c)
void Pipeline::add_postprocessor(PostProcessor &pp)
{
postproc.push_back(&pp);
- if(!fbo)
- create_fbos();
- {
- }
+ create_targets(false);
}
void Pipeline::render(const Tag &tag) const
if(tag.id)
return;
- if(fbo)
+ if(target[0])
{
- Framebuffer *f = (fbo_ms ? fbo_ms : fbo);
+ Framebuffer &fbo = (samples ? target_ms->fbo : target[0]->fbo);
// XXX exception safety
- f->bind();
- f->clear(COLOR_BUFFER_BIT|DEPTH_BUFFER_BIT);
+ fbo.bind();
+ fbo.clear(COLOR_BUFFER_BIT|DEPTH_BUFFER_BIT);
}
for(PassList::const_iterator i=passes.begin(); i!=passes.end(); ++i)
j->renderable->render(renderer, i->get_tag());
}
- if(fbo)
+ if(target[0])
{
- if(fbo_ms)
- fbo->blit_from(*fbo_ms, COLOR_BUFFER_BIT|DEPTH_BUFFER_BIT, false);
+ if(samples)
+ target[0]->fbo.blit_from(target_ms->fbo, COLOR_BUFFER_BIT|DEPTH_BUFFER_BIT, false);
+
+ for(unsigned i=0; i<postproc.size(); ++i)
+ {
+ unsigned j = i%2;
+ if(i+1<postproc.size())
+ target[1-j]->fbo.bind();
+ else
+ Framebuffer::unbind();
+ postproc[i]->render(target[j]->color, target[j]->depth);
+ }
+
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, *depth_buf);
}
-void Pipeline::create_fbos()
+void Pipeline::create_targets(bool recreate)
{
- delete fbo;
- delete color_buf;
- delete depth_buf;
-
- delete fbo_ms;
- fbo_ms = 0;
- delete color_buf_ms;
- color_buf_ms = 0;
- delete depth_buf_ms;
- depth_buf_ms = 0;
-
- fbo = new Framebuffer;
-
- color_buf = new Texture2D;
- color_buf->set_min_filter(NEAREST);
- color_buf->set_mag_filter(NEAREST);
- color_buf->set_wrap(CLAMP_TO_EDGE);
- color_buf->storage((hdr ? RGB16F : RGB), width, height);
- fbo->attach(COLOR_ATTACHMENT0, *color_buf, 0);
-
- depth_buf = new Texture2D;
- depth_buf->set_min_filter(NEAREST);
- depth_buf->set_mag_filter(NEAREST);
- depth_buf->set_wrap(CLAMP_TO_EDGE);
- depth_buf->storage(DEPTH_COMPONENT, width, height);
- fbo->attach(DEPTH_ATTACHMENT, *depth_buf, 0);
-
- if(samples)
+ if(recreate)
{
- fbo_ms = new Framebuffer;
+ delete target[0];
+ delete target[1];
+ delete target_ms;
+ target[0] = 0;
+ target[1] = 0;
+ target_ms = 0;
+ }
- color_buf_ms = new Renderbuffer;
- color_buf_ms->storage_multisample(samples, (hdr ? RGB16F : RGB), width, height);
- fbo_ms->attach(COLOR_ATTACHMENT0, *color_buf_ms);
+ PixelFormat fmt = (hdr ? RGB16F : RGB);
+ if(!target[0])
+ target[0] = new RenderTarget(width, height, fmt);
+ if(!target[1] && postproc.size()>1)
+ target[1] = new RenderTarget(width, height, fmt);
- depth_buf_ms = new Renderbuffer;
- depth_buf_ms->storage_multisample(samples, DEPTH_COMPONENT, width, height);
- fbo_ms->attach(DEPTH_ATTACHMENT, *depth_buf_ms);
- }
+ if(!target_ms && samples)
+ target_ms = new MultisampleTarget(width, height, samples, fmt);
}
renderable(r)
{ }
+
+Pipeline::RenderTarget::RenderTarget(unsigned w, unsigned h, PixelFormat f)
+{
+ color.set_min_filter(NEAREST);
+ color.set_mag_filter(NEAREST);
+ color.set_wrap(CLAMP_TO_EDGE);
+ color.storage(f, w, h);
+ fbo.attach(COLOR_ATTACHMENT0, color, 0);
+
+ depth.set_min_filter(NEAREST);
+ depth.set_mag_filter(NEAREST);
+ depth.set_wrap(CLAMP_TO_EDGE);
+ depth.storage(DEPTH_COMPONENT, w, h);
+ fbo.attach(DEPTH_ATTACHMENT, depth, 0);
+}
+
+
+Pipeline::MultisampleTarget::MultisampleTarget(unsigned w, unsigned h, unsigned s, PixelFormat f)
+{
+ color.storage_multisample(s, f, w, h);
+ fbo.attach(COLOR_ATTACHMENT0, color);
+
+ depth.storage_multisample(s, DEPTH_COMPONENT, w, h);
+ fbo.attach(DEPTH_ATTACHMENT, depth);
+}
+
} // namespace GL
} // namespace Msp
#include <map>
#include <set>
+#include "framebuffer.h"
#include "renderable.h"
+#include "renderbuffer.h"
+#include "texture2d.h"
namespace Msp {
namespace GL {
class Blend;
class Camera;
class DepthTest;
-class Framebuffer;
class Lighting;
class PostProcessor;
-class Renderbuffer;
-class Texture2D;
class Pipeline: public Renderable
{
Slot(const Renderable *);
};
+ struct RenderTarget
+ {
+ Framebuffer fbo;
+ Texture2D color;
+ Texture2D depth;
+
+ RenderTarget(unsigned, unsigned, PixelFormat);
+ };
+
+ struct MultisampleTarget
+ {
+ Framebuffer fbo;
+ Renderbuffer color;
+ Renderbuffer depth;
+
+ MultisampleTarget(unsigned, unsigned, unsigned, PixelFormat);
+ };
+
typedef std::list<Pass> PassList;
PassList passes;
unsigned height;
bool hdr;
unsigned samples;
- Framebuffer *fbo;
- Texture2D *color_buf;
- Texture2D *depth_buf;
- Framebuffer *fbo_ms;
- Renderbuffer *color_buf_ms;
- Renderbuffer *depth_buf_ms;
+ RenderTarget *target[2];
+ MultisampleTarget *target_ms;
public:
Pipeline(unsigned, unsigned, bool = false);
virtual void render(Renderer &, const Tag &tag = Tag()) const;
private:
- void create_fbos();
+ void create_targets(bool);
};
} // namespace GL