3 This file is part of libmspgl
4 Copyright © 2009 Mikko Rasa, Mikkosoft Productions
5 Distributed under the LGPL
11 #include "framebuffer.h"
14 #include "postprocessor.h"
15 #include "renderbuffer.h"
16 #include "texture2d.h"
23 Pipeline::Pipeline(unsigned w, unsigned h, bool d):
40 void Pipeline::set_camera(const Camera *c)
45 PipelinePass &Pipeline::add_pass(const Tag &tag)
48 throw KeyError("Pass already exists");
50 PipelinePass &pass=passes[tag];
51 pass_order.push_back(tag);
55 PipelinePass &Pipeline::get_pass(const Tag &tag)
57 PassMap::iterator i=passes.find(tag);
59 throw KeyError("Unknown pass");
63 const PipelinePass &Pipeline::get_pass(const Tag &tag) const
65 PassMap::const_iterator i=passes.find(tag);
67 throw KeyError("Unknown pass");
71 void Pipeline::add_renderable(const Renderable &r)
73 renderables.push_back(&r);
76 void Pipeline::add_effect(Effect &e)
78 effects.push_back(&e);
81 void Pipeline::add_postprocessor(PostProcessor &pp)
83 postproc.push_back(&pp);
87 color_buf=new Texture2D;
88 color_buf->set_min_filter(NEAREST);
89 color_buf->set_mag_filter(NEAREST);
90 color_buf->storage((hdr ? RGB16F : RGB), width, height, 0);
91 color_buf->image(0, RGB, UNSIGNED_BYTE, 0);
92 fbo->attach(COLOR_ATTACHMENT0, *color_buf, 0);
93 depth_buf=new Renderbuffer;
94 depth_buf->storage(DEPTH_COMPONENT, width, height);
95 fbo->attach(DEPTH_ATTACHMENT, *depth_buf);
96 Framebuffer::unbind();
100 void Pipeline::render(const Tag &tag) const
102 const PipelinePass &pass=get_pass(tag);
104 pass.lighting->bind();
105 for(vector<Effect *>::const_iterator i=pass.effects.begin(); i!=pass.effects.end(); ++i)
107 for(vector<const Renderable *>::const_iterator i=renderables.begin(); i!=renderables.end(); ++i)
109 for(vector<Effect *>::const_iterator i=pass.effects.end(); i--!=pass.effects.begin();)
115 void Pipeline::render_all() const
123 clear(COLOR_BUFFER_BIT|DEPTH_BUFFER_BIT);
126 for(vector<Effect *>::const_iterator i=effects.begin(); i!=effects.end(); ++i)
128 for(vector<Tag>::const_iterator i=pass_order.begin(); i!=pass_order.end(); ++i)
130 for(vector<Effect *>::const_iterator i=effects.end(); i--!=effects.begin();)
134 Framebuffer::unbind();
136 // XXX Need two color buffer textures to handle multiple post-processors correctly
137 for(vector<PostProcessor *>::const_iterator i=postproc.begin(); i!=postproc.end(); ++i)
138 (*i)->render(*color_buf);