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Check for OES_mapbuffer in Buffer::unmap
[libs/gl.git] / source / pipeline.cpp
1 #include <msp/core/maputils.h>
2 #include "blend.h"
3 #include "camera.h"
4 #include "framebuffer.h"
5 #include "lighting.h"
6 #include "pipeline.h"
7 #include "postprocessor.h"
8 #include "renderbuffer.h"
9 #include "renderer.h"
10 #include "tests.h"
11 #include "texture2d.h"
12 #include "view.h"
13
14 using namespace std;
15
16 namespace Msp {
17 namespace GL {
18
19 Pipeline::Pipeline(unsigned w, unsigned h, bool d)
20 {
21         init(w, h);
22         hdr = d;
23 }
24
25 Pipeline::Pipeline(const View &view)
26 {
27         init(view.get_width(), view.get_height());
28 }
29
30 void Pipeline::init(unsigned w, unsigned h)
31 {
32         camera = 0;
33         width = w;
34         height = h;
35         hdr = false;
36         samples = 0;
37         target_ms = 0;
38         target[0] = 0;
39         target[1] = 0;
40 }
41
42 Pipeline::~Pipeline()
43 {
44         delete target[0];
45         delete target[1];
46         delete target_ms;
47 }
48
49 void Pipeline::set_hdr(bool h)
50 {
51         if(h==hdr)
52                 return;
53
54         bool old_hdr= hdr;
55         hdr = h;
56         try
57         {
58                 create_targets(2);
59         }
60         catch(...)
61         {
62                 hdr = old_hdr;
63                 throw;
64         }
65 }
66
67 void Pipeline::set_multisample(unsigned s)
68 {
69         if(s==samples)
70                 return;
71
72         unsigned old_samples = samples;
73         samples = s;
74         try
75         {
76                 create_targets(1);
77         }
78         catch(...)
79         {
80                 samples = old_samples;
81                 throw;
82         }
83 }
84
85 void Pipeline::set_camera(const Camera *c)
86 {
87         camera = c;
88 }
89
90 Pipeline::Pass &Pipeline::add_pass(const Tag &tag)
91 {
92         passes.push_back(Pass(tag, 0));
93         return passes.back();
94 }
95
96 void Pipeline::add_renderable(Renderable &r)
97 {
98         for(vector<Slot>::iterator i=renderables.begin(); i!=renderables.end(); ++i)
99                 if(i->renderable==&r)
100                 {
101                         i->passes.clear();
102                         return;
103                 }
104
105         renderables.push_back(&r);
106 }
107
108 void Pipeline::add_renderable_for_pass(Renderable &r, const Tag &tag)
109 {
110         for(vector<Slot>::iterator i=renderables.begin(); i!=renderables.end(); ++i)
111                 if(i->renderable==&r)
112                 {
113                         i->passes.insert(tag);
114                         return;
115                 }
116
117         renderables.push_back(&r);
118         renderables.back().passes.insert(tag);
119 }
120
121 void Pipeline::remove_renderable(Renderable &r)
122 {
123         for(vector<Slot>::iterator i=renderables.begin(); i!=renderables.end(); ++i)
124                 if(i->renderable==&r)
125                 {
126                         renderables.erase(i);
127                         return;
128                 }
129 }
130
131 Pipeline::Pass &Pipeline::add_pass(const Tag &tag, Renderable &r)
132 {
133         passes.push_back(Pass(tag, &r));
134         return passes.back();
135 }
136
137 void Pipeline::add_postprocessor(PostProcessor &pp)
138 {
139         add_postprocessor(&pp, true);
140 }
141
142 void Pipeline::add_postprocessor_owned(PostProcessor *pp)
143 {
144         add_postprocessor(pp, false);
145 }
146
147 void Pipeline::add_postprocessor(PostProcessor *pp, bool keep)
148 {
149         postproc.push_back(pp);
150         if(keep)
151                 postproc.back().keep();
152         try
153         {
154                 create_targets(0);
155         }
156         catch(...)
157         {
158                 postproc.pop_back();
159                 throw;
160         }
161 }
162
163 void Pipeline::setup_frame(Renderer &renderer)
164 {
165         for(PassList::const_iterator i=passes.begin(); i!=passes.end(); ++i)
166                 if(Renderable *renderable = i->get_renderable())
167                         renderable->setup_frame(renderer);
168         for(vector<Slot>::const_iterator i=renderables.begin(); i!=renderables.end(); ++i)
169                 i->renderable->setup_frame(renderer);
170 }
171
172 void Pipeline::finish_frame()
173 {
174         for(PassList::const_iterator i=passes.begin(); i!=passes.end(); ++i)
175                 if(Renderable *renderable = i->get_renderable())
176                         renderable->finish_frame();
177         for(vector<Slot>::const_iterator i=renderables.begin(); i!=renderables.end(); ++i)
178                 i->renderable->finish_frame();
179 }
180
181 void Pipeline::render()
182 {
183         Renderer renderer(camera);
184         setup_frame(renderer);
185         render(renderer);
186         finish_frame();
187 }
188
189 void Pipeline::render(Renderer &renderer, const Tag &tag) const
190 {
191         if(tag.id)
192                 return;
193
194         const Framebuffer *out_fbo = Framebuffer::current();
195         // These are no-ops but will ensure the related state gets restored
196         BindRestore restore_fbo(out_fbo);
197         BindRestore restore_depth_test(DepthTest::current());
198         BindRestore restore_blend(Blend::current());
199
200         if(target[0])
201         {
202                 Framebuffer &fbo = (samples ? target_ms : target[0])->get_framebuffer();
203                 fbo.bind();
204                 fbo.clear(COLOR_BUFFER_BIT|DEPTH_BUFFER_BIT);
205         }
206
207         for(PassList::const_iterator i=passes.begin(); i!=passes.end(); ++i)
208         {
209                 if(const DepthTest *dt = i->get_depth_test())
210                         dt->bind();
211                 else
212                         DepthTest::unbind();
213
214                 if(const Blend *b = i->get_blend())
215                         b->bind();
216                 else
217                         Blend::unbind();
218
219                 renderer.set_lighting(i->get_lighting());
220                 renderer.set_clipping(i->get_clipping());
221
222                 if(const Renderable *renderable = i->get_renderable())
223                         renderer.render(*renderable, i->get_tag());
224
225                 for(vector<Slot>::const_iterator j=renderables.begin(); j!=renderables.end(); ++j)
226                         if(j->passes.empty() || j->passes.count(i->get_tag()))
227                                 renderer.render(*j->renderable, i->get_tag());
228         }
229
230         if(target[0])
231         {
232                 DepthTest::unbind();
233                 Blend::unbind();
234
235                 if(samples)
236                         target[0]->blit_from(*target_ms);
237
238                 for(unsigned i=0; i<postproc.size(); ++i)
239                 {
240                         unsigned j = i%2;
241                         if(i+1<postproc.size())
242                                 target[1-j]->get_framebuffer().bind();
243                         else
244                                 out_fbo->bind();
245                         const Texture2D &color = target[j]->get_target_texture(RENDER_COLOR);
246                         const Texture2D &depth = target[j]->get_target_texture(RENDER_DEPTH);
247                         postproc[i]->render(renderer, color, depth);
248                 }
249         }
250 }
251
252 void Pipeline::create_targets(unsigned recreate)
253 {
254         if(recreate>=2)
255         {
256                 delete target[0];
257                 delete target[1];
258                 target[0] = 0;
259                 target[1] = 0;
260         }
261         if(recreate>=1)
262         {
263                 delete target_ms;
264                 target_ms = 0;
265         }
266
267         PixelFormat color_pf = (hdr ? RGB16F : RGB);
268         RenderTargetFormat fmt = (RENDER_COLOR,color_pf, RENDER_DEPTH);
269         if(!postproc.empty() || samples)
270         {
271                 if(!target[0])
272                         target[0] = new RenderTarget(width, height, fmt);
273                 if(!target[1] && postproc.size()>1)
274                         target[1] = new RenderTarget(width, height, fmt);
275         }
276
277         if(!target_ms && samples)
278                 target_ms = new RenderTarget(width, height, samples, fmt);
279 }
280
281
282 Pipeline::Pass::Pass(const Tag &t, Renderable *r):
283         tag(t),
284         lighting(0),
285         depth_test(0),
286         blend(0),
287         clipping(0),
288         renderable(r)
289 { }
290
291 void Pipeline::Pass::set_lighting(const Lighting *l)
292 {
293         lighting = l;
294 }
295
296 void Pipeline::Pass::set_depth_test(const DepthTest *d)
297 {
298         depth_test = d;
299 }
300
301 void Pipeline::Pass::set_blend(const Blend *b)
302 {
303         blend = b;
304 }
305
306 void Pipeline::Pass::set_clipping(const Clipping *c)
307 {
308         clipping =c;
309 }
310
311
312 Pipeline::Slot::Slot(Renderable *r):
313         renderable(r)
314 { }
315
316 } // namespace GL
317 } // namespace Msp