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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 #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 Pipeline::Pipeline(const Framebuffer &fbo)
31 {
32         init(fbo.get_width(), fbo.get_height());
33 }
34
35 void Pipeline::init(unsigned w, unsigned h)
36 {
37         camera = 0;
38         width = w;
39         height = h;
40         hdr = false;
41         samples = 0;
42         target_ms = 0;
43         target[0] = 0;
44         target[1] = 0;
45 }
46
47 Pipeline::~Pipeline()
48 {
49         delete target[0];
50         delete target[1];
51         delete target_ms;
52 }
53
54 void Pipeline::set_hdr(bool h)
55 {
56         if(h==hdr)
57                 return;
58
59         bool old_hdr= hdr;
60         hdr = h;
61         try
62         {
63                 create_targets(2);
64         }
65         catch(...)
66         {
67                 hdr = old_hdr;
68                 throw;
69         }
70 }
71
72 void Pipeline::set_multisample(unsigned s)
73 {
74         if(s==samples)
75                 return;
76
77         unsigned old_samples = samples;
78         samples = s;
79         try
80         {
81                 create_targets(1);
82         }
83         catch(...)
84         {
85                 samples = old_samples;
86                 throw;
87         }
88 }
89
90 void Pipeline::set_camera(const Camera *c)
91 {
92         camera = c;
93 }
94
95 Pipeline::Pass &Pipeline::add_pass(const Tag &tag)
96 {
97         passes.push_back(Pass(tag, 0));
98         return passes.back();
99 }
100
101 void Pipeline::add_renderable(Renderable &r)
102 {
103         for(vector<Slot>::iterator i=renderables.begin(); i!=renderables.end(); ++i)
104                 if(i->renderable==&r)
105                 {
106                         i->passes.clear();
107                         return;
108                 }
109
110         renderables.push_back(&r);
111 }
112
113 void Pipeline::add_renderable_for_pass(Renderable &r, const Tag &tag)
114 {
115         for(vector<Slot>::iterator i=renderables.begin(); i!=renderables.end(); ++i)
116                 if(i->renderable==&r)
117                 {
118                         i->passes.insert(tag);
119                         return;
120                 }
121
122         renderables.push_back(&r);
123         renderables.back().passes.insert(tag);
124 }
125
126 void Pipeline::remove_renderable(Renderable &r)
127 {
128         for(vector<Slot>::iterator i=renderables.begin(); i!=renderables.end(); ++i)
129                 if(i->renderable==&r)
130                 {
131                         renderables.erase(i);
132                         return;
133                 }
134 }
135
136 Pipeline::Pass &Pipeline::add_pass(const Tag &tag, Renderable &r)
137 {
138         passes.push_back(Pass(tag, &r));
139         return passes.back();
140 }
141
142 void Pipeline::add_postprocessor(PostProcessor &pp)
143 {
144         add_postprocessor(&pp, true);
145 }
146
147 void Pipeline::add_postprocessor_owned(PostProcessor *pp)
148 {
149         add_postprocessor(pp, false);
150 }
151
152 void Pipeline::add_postprocessor(PostProcessor *pp, bool keep)
153 {
154         postproc.push_back(pp);
155         if(keep)
156                 postproc.back().keep();
157         try
158         {
159                 create_targets(0);
160         }
161         catch(...)
162         {
163                 postproc.pop_back();
164                 throw;
165         }
166 }
167
168 void Pipeline::setup_frame(Renderer &renderer)
169 {
170         for(PassList::const_iterator i=passes.begin(); i!=passes.end(); ++i)
171                 if(Renderable *renderable = i->get_renderable())
172                         renderable->setup_frame(renderer);
173         for(vector<Slot>::const_iterator i=renderables.begin(); i!=renderables.end(); ++i)
174                 i->renderable->setup_frame(renderer);
175 }
176
177 void Pipeline::finish_frame()
178 {
179         for(PassList::const_iterator i=passes.begin(); i!=passes.end(); ++i)
180                 if(Renderable *renderable = i->get_renderable())
181                         renderable->finish_frame();
182         for(vector<Slot>::const_iterator i=renderables.begin(); i!=renderables.end(); ++i)
183                 i->renderable->finish_frame();
184 }
185
186 void Pipeline::render()
187 {
188         Renderer renderer(camera);
189         setup_frame(renderer);
190         render(renderer);
191         finish_frame();
192 }
193
194 void Pipeline::render(Renderer &renderer, const Tag &tag) const
195 {
196         if(tag.id)
197                 return;
198
199         const Framebuffer *out_fbo = Framebuffer::current();
200         // These are no-ops but will ensure the related state gets restored
201         BindRestore restore_fbo(out_fbo);
202         BindRestore restore_depth_test(DepthTest::current());
203         BindRestore restore_blend(Blend::current());
204
205         if(target[0])
206         {
207                 Framebuffer &fbo = (samples ? target_ms : target[0])->get_framebuffer();
208                 fbo.bind();
209                 fbo.clear(COLOR_BUFFER_BIT|DEPTH_BUFFER_BIT);
210         }
211
212         for(PassList::const_iterator i=passes.begin(); i!=passes.end(); ++i)
213         {
214                 if(const DepthTest *dt = i->get_depth_test())
215                         dt->bind();
216                 else
217                         DepthTest::unbind();
218
219                 if(const Blend *b = i->get_blend())
220                         b->bind();
221                 else
222                         Blend::unbind();
223
224                 renderer.set_lighting(i->get_lighting());
225                 renderer.set_clipping(i->get_clipping());
226
227                 if(const Renderable *renderable = i->get_renderable())
228                         renderer.render(*renderable, i->get_tag());
229
230                 for(vector<Slot>::const_iterator j=renderables.begin(); j!=renderables.end(); ++j)
231                         if(j->passes.empty() || j->passes.count(i->get_tag()))
232                                 renderer.render(*j->renderable, i->get_tag());
233         }
234
235         if(target[0])
236         {
237                 DepthTest::unbind();
238                 Blend::unbind();
239
240                 if(samples)
241                         target[0]->blit_from(*target_ms);
242
243                 for(unsigned i=0; i<postproc.size(); ++i)
244                 {
245                         unsigned j = i%2;
246                         if(i+1<postproc.size())
247                                 target[1-j]->get_framebuffer().bind();
248                         else
249                                 out_fbo->bind();
250                         const Texture2D &color = target[j]->get_target_texture(RENDER_COLOR);
251                         const Texture2D &depth = target[j]->get_target_texture(RENDER_DEPTH);
252                         postproc[i]->render(renderer, color, depth);
253                 }
254         }
255 }
256
257 void Pipeline::create_targets(unsigned recreate)
258 {
259         if(recreate>=2)
260         {
261                 delete target[0];
262                 delete target[1];
263                 target[0] = 0;
264                 target[1] = 0;
265         }
266         if(recreate>=1)
267         {
268                 delete target_ms;
269                 target_ms = 0;
270         }
271
272         PixelFormat color_pf = (hdr ? RGB16F : RGB);
273         RenderTargetFormat fmt = (RENDER_COLOR,color_pf, RENDER_DEPTH);
274         if(!postproc.empty() || samples)
275         {
276                 if(!target[0])
277                         target[0] = new RenderTarget(width, height, fmt);
278                 if(!target[1] && postproc.size()>1)
279                         target[1] = new RenderTarget(width, height, fmt);
280         }
281
282         if(!target_ms && samples)
283                 target_ms = new RenderTarget(width, height, samples, fmt);
284 }
285
286
287 Pipeline::Pass::Pass(const Tag &t, Renderable *r):
288         tag(t),
289         lighting(0),
290         depth_test(0),
291         blend(0),
292         clipping(0),
293         renderable(r)
294 { }
295
296 void Pipeline::Pass::set_lighting(const Lighting *l)
297 {
298         lighting = l;
299 }
300
301 void Pipeline::Pass::set_depth_test(const DepthTest *d)
302 {
303         depth_test = d;
304 }
305
306 void Pipeline::Pass::set_blend(const Blend *b)
307 {
308         blend = b;
309 }
310
311 void Pipeline::Pass::set_clipping(const Clipping *c)
312 {
313         clipping =c;
314 }
315
316
317 Pipeline::Slot::Slot(Renderable *r):
318         renderable(r)
319 { }
320
321 } // namespace GL
322 } // namespace Msp