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