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Remove RenderBuffer and always use textures as framebuffer attachments
[libs/gl.git] / source / builders / sequencebuilder.cpp
1 #include <msp/core/algorithm.h>
2 #include <msp/core/maputils.h>
3 #include <msp/strings/format.h>
4 #include "deviceinfo.h"
5 #include "error.h"
6 #include "sequence.h"
7 #include "sequencebuilder.h"
8 #include "sequencetemplate.h"
9
10 using namespace std;
11
12 namespace Msp {
13 namespace GL {
14
15 SequenceBuilder::SequenceBuilder(const SequenceTemplate &t):
16         tmpl(t)
17 {
18         const vector<SequenceTemplate::Step> &steps = tmpl.get_steps();
19         for(vector<SequenceTemplate::Step>::const_iterator i=steps.begin(); i!=steps.end(); ++i)
20                 renderables[i->slot_name] = i->default_renderable;
21         const vector<SequenceTemplate::PostProcessor> &postprocs = tmpl.get_postprocessors();
22         for(SequenceTemplate::PostProcessorArray::const_iterator i=postprocs.begin(); i!=postprocs.end(); ++i)
23                 if(!i->slot_name.empty())
24                         postprocessors[i->slot_name] = 0;
25 }
26
27 void SequenceBuilder::set_renderable(const string &name, Renderable &rend)
28 {
29         get_item(renderables, name) = &rend;
30 }
31
32 void SequenceBuilder::set_postprocessor(const string &name, PostProcessor &pproc)
33 {
34         get_item(postprocessors, name) = &pproc;
35 }
36
37 void SequenceBuilder::set_debug_name(const string &name)
38 {
39 #ifdef DEBUG
40         debug_name = name;
41 #else
42         (void)name;
43 #endif
44 }
45
46 void SequenceBuilder::build(Sequence &sequence) const
47 {
48 #ifdef DEBUG
49         if(!debug_name.empty())
50                 sequence.set_debug_name(debug_name);
51 #endif
52
53         sequence.set_hdr(tmpl.get_hdr());
54         sequence.set_alpha(tmpl.get_alpha());
55         unsigned samples = min(tmpl.get_maximum_multisample(), Limits::get_global().max_samples);
56         if(samples<tmpl.get_required_multisample())
57                 throw invalid_operation("SequenceBuilder::build");
58
59         sequence.set_multisample(samples);
60
61         const vector<SequenceTemplate::Step> &steps = tmpl.get_steps();
62         for(vector<SequenceTemplate::Step>::const_iterator i=steps.begin(); i!=steps.end(); ++i)
63         {
64                 Renderable *renderable = get_item(renderables, i->slot_name);
65                 if(!renderable)
66                         continue;
67
68                 Sequence::Step &step = sequence.add_step(i->tag, *renderable);
69                 step.set_blend(i->blend);
70                 step.set_depth_test(i->depth_test);
71                 step.set_stencil_test(i->stencil_test);
72                 step.set_lighting(i->lighting);
73         }
74
75         const SequenceTemplate::PostProcessorArray &postprocs = tmpl.get_postprocessors();
76         for(SequenceTemplate::PostProcessorArray::const_iterator i=postprocs.begin(); i!=postprocs.end(); ++i)
77         {
78                 PostProcessor *proc = 0;
79                 if(!i->slot_name.empty())
80                         proc = get_item(postprocessors, i->slot_name);
81                 if(proc)
82                         sequence.add_postprocessor(*proc);
83                 else if(i->postprocessor_template)
84                 {
85                         proc = i->postprocessor_template->create(sequence.get_width(), sequence.get_height());
86                         if(proc)
87                         {
88 #ifdef DEBUG
89                                 if(!debug_name.empty())
90                                         proc->set_debug_name(format("%s/%d.pproc", debug_name, i-postprocs.begin()));
91 #endif
92                                 sequence.add_postprocessor_owned(proc);
93                         }
94                 }
95         }
96 }
97
98 Sequence *SequenceBuilder::build(unsigned w, unsigned h) const
99 {
100         RefPtr<Sequence> sequence = new Sequence(w, h);
101         build(*sequence);
102         return sequence.release();
103 }
104
105 Sequence *SequenceBuilder::build(const View &view) const
106 {
107         RefPtr<Sequence> sequence = new Sequence(view);
108         build(*sequence);
109         return sequence.release();
110 }
111
112 Sequence *SequenceBuilder::build(const Framebuffer &fbo) const
113 {
114         RefPtr<Sequence> sequence = new Sequence(fbo);
115         build(*sequence);
116         return sequence.release();
117 }
118
119 } // namespace GL
120 } // namespace Msp