1 #include <msp/core/maputils.h>
4 #include "framebuffer.h"
7 #include "postprocessor.h"
8 #include "renderbuffer.h"
11 #include "texture2d.h"
18 Pipeline::Pipeline(unsigned w, unsigned h, bool d):
38 void Pipeline::set_hdr(bool h)
56 void Pipeline::set_multisample(unsigned s)
61 unsigned old_samples = samples;
69 samples = old_samples;
74 void Pipeline::set_camera(const Camera *c)
79 Pipeline::Pass &Pipeline::add_pass(const Tag &tag)
81 passes.push_back(Pass(tag, 0));
85 void Pipeline::add_renderable(const Renderable &r)
87 for(vector<Slot>::iterator i=renderables.begin(); i!=renderables.end(); ++i)
94 renderables.push_back(&r);
97 void Pipeline::add_renderable_for_pass(const Renderable &r, const Tag &tag)
99 for(vector<Slot>::iterator i=renderables.begin(); i!=renderables.end(); ++i)
100 if(i->renderable==&r)
102 i->passes.insert(tag);
106 renderables.push_back(&r);
107 renderables.back().passes.insert(tag);
110 void Pipeline::remove_renderable(const Renderable &r)
112 for(vector<Slot>::iterator i=renderables.begin(); i!=renderables.end(); ++i)
113 if(i->renderable==&r)
115 renderables.erase(i);
120 Pipeline::Pass &Pipeline::add_pass(const Tag &tag, const Renderable &r)
122 passes.push_back(Pass(tag, &r));
123 return passes.back();
126 void Pipeline::add_postprocessor(PostProcessor &pp)
128 postproc.push_back(&pp);
140 void Pipeline::setup_frame() const
143 for(PassList::const_iterator i=passes.begin(); i!=passes.end(); ++i)
144 if(const Renderable *renderable = i->get_renderable())
145 renderable->setup_frame();
146 for(vector<Slot>::const_iterator i=renderables.begin(); i!=renderables.end(); ++i)
147 i->renderable->setup_frame();
150 void Pipeline::finish_frame() const
153 for(PassList::const_iterator i=passes.begin(); i!=passes.end(); ++i)
154 if(const Renderable *renderable = i->get_renderable())
155 renderable->finish_frame();
156 for(vector<Slot>::const_iterator i=renderables.begin(); i!=renderables.end(); ++i)
157 i->renderable->finish_frame();
160 void Pipeline::render(const Tag &tag) const
165 Renderer renderer(camera);
166 render(renderer, tag);
169 void Pipeline::render(Renderer &renderer, const Tag &tag) const
174 bool was_in_frame = in_frame;
178 const Framebuffer *out_fbo = Framebuffer::current();
179 // These is a no-ops but will ensure the related state gets restored
180 BindRestore restore_fbo(out_fbo);
181 BindRestore restore_depth_test(DepthTest::current());
182 BindRestore restore_blend(Blend::current());
186 Framebuffer &fbo = (samples ? target_ms : target[0])->get_framebuffer();
188 fbo.clear(COLOR_BUFFER_BIT|DEPTH_BUFFER_BIT);
192 for(PassList::const_iterator i=passes.begin(); i!=passes.end(); ++i)
194 if(const DepthTest *dt = i->get_depth_test())
199 if(const Blend *b = i->get_blend())
204 renderer.set_lighting(i->get_lighting());
205 renderer.set_clipping(i->get_clipping());
207 if(const Renderable *renderable = i->get_renderable())
208 renderer.render(*renderable, i->get_tag());
210 for(vector<Slot>::const_iterator j=renderables.begin(); j!=renderables.end(); ++j)
211 if(j->passes.empty() || j->passes.count(i->get_tag()))
212 renderer.render(*j->renderable, i->get_tag());
221 target[0]->blit_from(*target_ms);
223 for(unsigned i=0; i<postproc.size(); ++i)
226 if(i+1<postproc.size())
227 target[1-j]->get_framebuffer().bind();
230 const Texture2D &color = target[j]->get_target_texture(RENDER_COLOR);
231 const Texture2D &depth = target[j]->get_target_texture(RENDER_DEPTH);
232 postproc[i]->render(renderer, color, depth);
240 void Pipeline::create_targets(unsigned recreate)
255 PixelFormat color_pf = (hdr ? RGB16F : RGB);
256 RenderTargetFormat fmt = (RENDER_COLOR,color_pf, RENDER_DEPTH);
257 if(!postproc.empty() || samples)
260 target[0] = new RenderTarget(width, height, fmt);
261 if(!target[1] && postproc.size()>1)
262 target[1] = new RenderTarget(width, height, fmt);
265 if(!target_ms && samples)
266 target_ms = new RenderTarget(width, height, samples, fmt);
270 Pipeline::Pass::Pass(const Tag &t, const Renderable *r):
279 void Pipeline::Pass::set_lighting(const Lighting *l)
284 void Pipeline::Pass::set_depth_test(const DepthTest *d)
289 void Pipeline::Pass::set_blend(const Blend *b)
294 void Pipeline::Pass::set_clipping(const Clipping *c)
300 Pipeline::Slot::Slot(const Renderable *r):