1 #include <msp/core/maputils.h>
4 #include "framebuffer.h"
7 #include "postprocessor.h"
8 #include "renderbuffer.h"
11 #include "texture2d.h"
19 Pipeline::Pipeline(unsigned w, unsigned h, bool d)
25 Pipeline::Pipeline(const View &view)
27 init(view.get_width(), view.get_height());
30 void Pipeline::init(unsigned w, unsigned h)
49 void Pipeline::set_hdr(bool h)
67 void Pipeline::set_multisample(unsigned s)
72 unsigned old_samples = samples;
80 samples = old_samples;
85 void Pipeline::set_camera(const Camera *c)
90 Pipeline::Pass &Pipeline::add_pass(const Tag &tag)
92 passes.push_back(Pass(tag, 0));
96 void Pipeline::add_renderable(Renderable &r)
98 for(vector<Slot>::iterator i=renderables.begin(); i!=renderables.end(); ++i)
105 renderables.push_back(&r);
108 void Pipeline::add_renderable_for_pass(Renderable &r, const Tag &tag)
110 for(vector<Slot>::iterator i=renderables.begin(); i!=renderables.end(); ++i)
111 if(i->renderable==&r)
113 i->passes.insert(tag);
117 renderables.push_back(&r);
118 renderables.back().passes.insert(tag);
121 void Pipeline::remove_renderable(Renderable &r)
123 for(vector<Slot>::iterator i=renderables.begin(); i!=renderables.end(); ++i)
124 if(i->renderable==&r)
126 renderables.erase(i);
131 Pipeline::Pass &Pipeline::add_pass(const Tag &tag, Renderable &r)
133 passes.push_back(Pass(tag, &r));
134 return passes.back();
137 void Pipeline::add_postprocessor(PostProcessor &pp)
139 postproc.push_back(&pp);
151 void Pipeline::setup_frame(Renderer &renderer)
153 for(PassList::const_iterator i=passes.begin(); i!=passes.end(); ++i)
154 if(Renderable *renderable = i->get_renderable())
155 renderable->setup_frame(renderer);
156 for(vector<Slot>::const_iterator i=renderables.begin(); i!=renderables.end(); ++i)
157 i->renderable->setup_frame(renderer);
160 void Pipeline::finish_frame()
162 for(PassList::const_iterator i=passes.begin(); i!=passes.end(); ++i)
163 if(Renderable *renderable = i->get_renderable())
164 renderable->finish_frame();
165 for(vector<Slot>::const_iterator i=renderables.begin(); i!=renderables.end(); ++i)
166 i->renderable->finish_frame();
169 void Pipeline::render()
171 Renderer renderer(camera);
172 setup_frame(renderer);
177 void Pipeline::render(Renderer &renderer, const Tag &tag) const
182 const Framebuffer *out_fbo = Framebuffer::current();
183 // These is a no-ops but will ensure the related state gets restored
184 BindRestore restore_fbo(out_fbo);
185 BindRestore restore_depth_test(DepthTest::current());
186 BindRestore restore_blend(Blend::current());
190 Framebuffer &fbo = (samples ? target_ms : target[0])->get_framebuffer();
192 fbo.clear(COLOR_BUFFER_BIT|DEPTH_BUFFER_BIT);
196 for(PassList::const_iterator i=passes.begin(); i!=passes.end(); ++i)
198 if(const DepthTest *dt = i->get_depth_test())
203 if(const Blend *b = i->get_blend())
208 renderer.set_lighting(i->get_lighting());
209 renderer.set_clipping(i->get_clipping());
211 if(const Renderable *renderable = i->get_renderable())
212 renderer.render(*renderable, i->get_tag());
214 for(vector<Slot>::const_iterator j=renderables.begin(); j!=renderables.end(); ++j)
215 if(j->passes.empty() || j->passes.count(i->get_tag()))
216 renderer.render(*j->renderable, i->get_tag());
225 target[0]->blit_from(*target_ms);
227 for(unsigned i=0; i<postproc.size(); ++i)
230 if(i+1<postproc.size())
231 target[1-j]->get_framebuffer().bind();
234 const Texture2D &color = target[j]->get_target_texture(RENDER_COLOR);
235 const Texture2D &depth = target[j]->get_target_texture(RENDER_DEPTH);
236 postproc[i]->render(renderer, color, depth);
241 void Pipeline::create_targets(unsigned recreate)
256 PixelFormat color_pf = (hdr ? RGB16F : RGB);
257 RenderTargetFormat fmt = (RENDER_COLOR,color_pf, RENDER_DEPTH);
258 if(!postproc.empty() || samples)
261 target[0] = new RenderTarget(width, height, fmt);
262 if(!target[1] && postproc.size()>1)
263 target[1] = new RenderTarget(width, height, fmt);
266 if(!target_ms && samples)
267 target_ms = new RenderTarget(width, height, samples, fmt);
271 Pipeline::Pass::Pass(const Tag &t, Renderable *r):
280 void Pipeline::Pass::set_lighting(const Lighting *l)
285 void Pipeline::Pass::set_depth_test(const DepthTest *d)
290 void Pipeline::Pass::set_blend(const Blend *b)
295 void Pipeline::Pass::set_clipping(const Clipping *c)
301 Pipeline::Slot::Slot(Renderable *r):