]> git.tdb.fi Git - libs/gl.git/blob - source/pipeline.cpp
Improve pipeline render target management
[libs/gl.git] / source / pipeline.cpp
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         in_frame(false)
26 {
27         target[0] = 0;
28         target[1] = 0;
29 }
30
31 Pipeline::~Pipeline()
32 {
33         delete target[0];
34         delete target[1];
35         delete target_ms;
36 }
37
38 void Pipeline::set_hdr(bool h)
39 {
40         if(h==hdr)
41                 return;
42
43         hdr = h;
44         create_targets(2);
45 }
46
47 void Pipeline::set_multisample(unsigned s)
48 {
49         if(s==samples)
50                 return;
51
52         samples = s;
53         create_targets(1);
54 }
55
56 void Pipeline::set_camera(const Camera *c)
57 {
58         camera = c;
59 }
60
61 Pipeline::Pass &Pipeline::add_pass(const Tag &tag)
62 {
63         passes.push_back(Pass(tag));
64         return passes.back();
65 }
66
67 void Pipeline::add_renderable(const Renderable &r)
68 {
69         for(vector<Slot>::iterator i=renderables.begin(); i!=renderables.end(); ++i)
70                 if(i->renderable==&r)
71                 {
72                         i->passes.clear();
73                         return;
74                 }
75
76         renderables.push_back(&r);
77 }
78
79 void Pipeline::add_renderable_for_pass(const Renderable &r, const Tag &tag)
80 {
81         for(vector<Slot>::iterator i=renderables.begin(); i!=renderables.end(); ++i)
82                 if(i->renderable==&r)
83                 {
84                         i->passes.insert(tag);
85                         return;
86                 }
87
88         renderables.push_back(&r);
89         renderables.back().passes.insert(tag);
90 }
91
92 void Pipeline::remove_renderable(const Renderable &r)
93 {
94         for(vector<Slot>::iterator i=renderables.begin(); i!=renderables.end(); ++i)
95                 if(i->renderable==&r)
96                 {
97                         renderables.erase(i);
98                         return;
99                 }
100 }
101
102 void Pipeline::add_postprocessor(PostProcessor &pp)
103 {
104         postproc.push_back(&pp);
105         create_targets(0);
106 }
107
108 void Pipeline::setup_frame() const
109 {
110         in_frame = true;
111         for(vector<Slot>::const_iterator i=renderables.begin(); i!=renderables.end(); ++i)
112                 i->renderable->setup_frame();
113 }
114
115 void Pipeline::finish_frame() const
116 {
117         in_frame = false;
118         for(vector<Slot>::const_iterator i=renderables.begin(); i!=renderables.end(); ++i)
119                 i->renderable->finish_frame();
120 }
121
122 void Pipeline::render(const Tag &tag) const
123 {
124         if(tag.id)
125                 return;
126
127         Renderer renderer(camera);
128         render(renderer, tag);
129 }
130
131 void Pipeline::render(Renderer &renderer, const Tag &tag) const
132 {
133         if(tag.id)
134                 return;
135
136         bool was_in_frame = in_frame;
137         if(!in_frame)
138                 setup_frame();
139
140         if(target[0])
141         {
142                 Framebuffer &fbo = (samples ? target_ms->fbo : target[0]->fbo);
143                 // XXX exception safety
144                 fbo.bind();
145                 fbo.clear(COLOR_BUFFER_BIT|DEPTH_BUFFER_BIT);
146         }
147
148         for(PassList::const_iterator i=passes.begin(); i!=passes.end(); ++i)
149         {
150                 Bind bind_depth_test(i->get_depth_test());
151                 Bind bind_blend(i->get_blend());
152                 Bind bind_lighting(i->get_lighting());
153
154                 for(vector<Slot>::const_iterator j=renderables.begin(); j!=renderables.end(); ++j)
155                         if(j->passes.empty() || j->passes.count(i->get_tag()))
156                                 renderer.render(*j->renderable, i->get_tag());
157         }
158
159         if(target[0])
160         {
161                 if(samples)
162                         target[0]->fbo.blit_from(target_ms->fbo, COLOR_BUFFER_BIT|DEPTH_BUFFER_BIT, false);
163
164                 for(unsigned i=0; i<postproc.size(); ++i)
165                 {
166                         unsigned j = i%2;
167                         if(i+1<postproc.size())
168                                 target[1-j]->fbo.bind();
169                         else
170                                 Framebuffer::unbind();
171                         postproc[i]->render(target[j]->color, target[j]->depth);
172                 }
173
174                 Framebuffer::unbind();
175         }
176
177         if(!was_in_frame)
178                 finish_frame();
179 }
180
181 void Pipeline::create_targets(unsigned recreate)
182 {
183         if(recreate>=2)
184         {
185                 delete target[0];
186                 delete target[1];
187                 target[0] = 0;
188                 target[1] = 0;
189         }
190         if(recreate>=1)
191         {
192                 delete target_ms;
193                 target_ms = 0;
194         }
195
196         PixelFormat fmt = (hdr ? RGB16F : RGB);
197         if(!postproc.empty() || samples)
198         {
199                 if(!target[0])
200                         target[0] = new RenderTarget(width, height, fmt);
201                 if(!target[1] && postproc.size()>1)
202                         target[1] = new RenderTarget(width, height, fmt);
203         }
204
205         if(!target_ms && samples)
206                 target_ms = new MultisampleTarget(width, height, samples, fmt);
207 }
208
209
210 Pipeline::Pass::Pass(const Tag &t):
211         tag(t),
212         lighting(0),
213         depth_test(0),
214         blend(0)
215 { }
216
217 void Pipeline::Pass::set_lighting(const Lighting *l)
218 {
219         lighting = l;
220 }
221
222 void Pipeline::Pass::set_depth_test(const DepthTest *d)
223 {
224         depth_test = d;
225 }
226
227 void Pipeline::Pass::set_blend(const Blend *b)
228 {
229         blend = b;
230 }
231
232
233 Pipeline::Slot::Slot(const Renderable *r):
234         renderable(r)
235 { }
236
237
238 Pipeline::RenderTarget::RenderTarget(unsigned w, unsigned h, PixelFormat f)
239 {
240         color.set_min_filter(NEAREST);
241         color.set_mag_filter(NEAREST);
242         color.set_wrap(CLAMP_TO_EDGE);
243         color.storage(f, w, h);
244         fbo.attach(COLOR_ATTACHMENT0, color, 0);
245
246         depth.set_min_filter(NEAREST);
247         depth.set_mag_filter(NEAREST);
248         depth.set_wrap(CLAMP_TO_EDGE);
249         depth.storage(DEPTH_COMPONENT, w, h);
250         fbo.attach(DEPTH_ATTACHMENT, depth, 0);
251
252         fbo.require_complete();
253 }
254
255
256 Pipeline::MultisampleTarget::MultisampleTarget(unsigned w, unsigned h, unsigned s, PixelFormat f)
257 {
258         color.storage_multisample(s, f, w, h);
259         fbo.attach(COLOR_ATTACHMENT0, color);
260
261         depth.storage_multisample(s, DEPTH_COMPONENT, w, h);
262         fbo.attach(DEPTH_ATTACHMENT, depth);
263
264         fbo.require_complete();
265 }
266
267 } // namespace GL
268 } // namespace Msp