3 This file is part of libmspgl
4 Copyright © 2009-2011 Mikko Rasa, Mikkosoft Productions
5 Distributed under the LGPL
12 #include "framebuffer.h"
15 #include "postprocessor.h"
16 #include "renderbuffer.h"
19 #include "texture2d.h"
26 Pipeline::Pipeline(unsigned w, unsigned h, bool d):
43 void Pipeline::set_camera(const Camera *c)
48 PipelinePass &Pipeline::add_pass(const Tag &tag)
51 throw KeyError("Pass already exists");
53 PipelinePass &pass = passes[tag];
54 pass_order.push_back(tag);
58 PipelinePass &Pipeline::get_pass(const Tag &tag)
60 PassMap::iterator i = passes.find(tag);
62 throw KeyError("Unknown pass");
66 const PipelinePass &Pipeline::get_pass(const Tag &tag) const
68 PassMap::const_iterator i = passes.find(tag);
70 throw KeyError("Unknown pass");
74 void Pipeline::add_renderable(const Renderable &r)
76 for(vector<Slot>::iterator i=renderables.begin(); i!=renderables.end(); ++i)
83 renderables.push_back(&r);
86 void Pipeline::add_renderable_for_pass(const Renderable &r, const Tag &tag)
88 for(vector<Slot>::iterator i=renderables.begin(); i!=renderables.end(); ++i)
91 i->passes.insert(tag);
95 renderables.push_back(&r);
96 renderables.back().passes.insert(tag);
99 void Pipeline::remove_renderable(const Renderable &r)
101 for(vector<Slot>::iterator i=renderables.begin(); i!=renderables.end(); ++i)
102 if(i->renderable==&r)
104 renderables.erase(i);
109 void Pipeline::add_effect(Effect &e)
111 effects.push_back(&e);
114 void Pipeline::add_postprocessor(PostProcessor &pp)
116 postproc.push_back(&pp);
119 fbo = new Framebuffer;
121 color_buf = new Texture2D;
122 color_buf->set_min_filter(NEAREST);
123 color_buf->set_mag_filter(NEAREST);
124 color_buf->set_wrap(CLAMP_TO_EDGE);
125 color_buf->storage((hdr ? RGB16F : RGB), width, height);
126 fbo->attach(COLOR_ATTACHMENT0, *color_buf, 0);
128 depth_buf = new Texture2D;
129 depth_buf->set_min_filter(NEAREST);
130 depth_buf->set_mag_filter(NEAREST);
131 depth_buf->set_wrap(CLAMP_TO_EDGE);
132 depth_buf->storage(DEPTH_COMPONENT, width, height);
133 fbo->attach(DEPTH_ATTACHMENT, *depth_buf, 0);
137 void Pipeline::render(Renderer &renderer, const Tag &tag) const
139 const PipelinePass &pass = get_pass(tag);
141 Bind bind_depth_test(pass.depth_test);
142 Bind bind_blend(pass.blend);
143 Bind bind_lighting(pass.lighting);
145 for(vector<Effect *>::const_iterator i=pass.effects.begin(); i!=pass.effects.end(); ++i)
148 for(vector<Slot>::const_iterator i=renderables.begin(); i!=renderables.end(); ++i)
149 if(i->passes.empty() || i->passes.count(tag))
150 i->renderable->render(renderer, tag);
152 for(vector<Effect *>::const_iterator i=pass.effects.end(); i!=pass.effects.begin();)
156 void Pipeline::render_all() const
164 fbo->clear(COLOR_BUFFER_BIT|DEPTH_BUFFER_BIT);
167 for(vector<Effect *>::const_iterator i=effects.begin(); i!=effects.end(); ++i)
170 Renderer renderer(camera);
171 for(vector<Tag>::const_iterator i=pass_order.begin(); i!=pass_order.end(); ++i)
172 render(renderer, *i);
174 for(vector<Effect *>::const_iterator i=effects.end(); i!=effects.begin();)
178 Framebuffer::unbind();
180 // XXX Need two color buffer textures to handle multiple post-processors correctly
181 for(vector<PostProcessor *>::const_iterator i=postproc.begin(); i!=postproc.end(); ++i)
182 (*i)->render(*color_buf, *depth_buf);
186 Pipeline::Slot::Slot(const Renderable *r):