]> git.tdb.fi Git - libs/gl.git/blob - source/pipeline.cpp
Add a RenderTarget class to manage and annotate FBOs
[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         bool old_hdr= hdr;
44         hdr = h;
45         try
46         {
47                 create_targets(2);
48         }
49         catch(...)
50         {
51                 hdr = old_hdr;
52                 throw;
53         }
54 }
55
56 void Pipeline::set_multisample(unsigned s)
57 {
58         if(s==samples)
59                 return;
60
61         unsigned old_samples = samples;
62         samples = s;
63         try
64         {
65                 create_targets(1);
66         }
67         catch(...)
68         {
69                 samples = old_samples;
70                 throw;
71         }
72 }
73
74 void Pipeline::set_camera(const Camera *c)
75 {
76         camera = c;
77 }
78
79 Pipeline::Pass &Pipeline::add_pass(const Tag &tag)
80 {
81         passes.push_back(Pass(tag, 0));
82         return passes.back();
83 }
84
85 void Pipeline::add_renderable(const Renderable &r)
86 {
87         for(vector<Slot>::iterator i=renderables.begin(); i!=renderables.end(); ++i)
88                 if(i->renderable==&r)
89                 {
90                         i->passes.clear();
91                         return;
92                 }
93
94         renderables.push_back(&r);
95 }
96
97 void Pipeline::add_renderable_for_pass(const Renderable &r, const Tag &tag)
98 {
99         for(vector<Slot>::iterator i=renderables.begin(); i!=renderables.end(); ++i)
100                 if(i->renderable==&r)
101                 {
102                         i->passes.insert(tag);
103                         return;
104                 }
105
106         renderables.push_back(&r);
107         renderables.back().passes.insert(tag);
108 }
109
110 void Pipeline::remove_renderable(const Renderable &r)
111 {
112         for(vector<Slot>::iterator i=renderables.begin(); i!=renderables.end(); ++i)
113                 if(i->renderable==&r)
114                 {
115                         renderables.erase(i);
116                         return;
117                 }
118 }
119
120 Pipeline::Pass &Pipeline::add_pass(const Tag &tag, const Renderable &r)
121 {
122         passes.push_back(Pass(tag, &r));
123         return passes.back();
124 }
125
126 void Pipeline::add_postprocessor(PostProcessor &pp)
127 {
128         postproc.push_back(&pp);
129         try
130         {
131                 create_targets(0);
132         }
133         catch(...)
134         {
135                 postproc.pop_back();
136                 throw;
137         }
138 }
139
140 void Pipeline::setup_frame() const
141 {
142         in_frame = true;
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();
148 }
149
150 void Pipeline::finish_frame() const
151 {
152         in_frame = false;
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();
158 }
159
160 void Pipeline::render(const Tag &tag) const
161 {
162         if(tag.id)
163                 return;
164
165         Renderer renderer(camera);
166         render(renderer, tag);
167 }
168
169 void Pipeline::render(Renderer &renderer, const Tag &tag) const
170 {
171         if(tag.id)
172                 return;
173
174         bool was_in_frame = in_frame;
175         if(!in_frame)
176                 setup_frame();
177
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());
183
184         if(target[0])
185         {
186                 Framebuffer &fbo = (samples ? target_ms : target[0])->get_framebuffer();
187                 fbo.bind();
188                 fbo.clear(COLOR_BUFFER_BIT|DEPTH_BUFFER_BIT);
189         }
190
191
192         for(PassList::const_iterator i=passes.begin(); i!=passes.end(); ++i)
193         {
194                 if(const DepthTest *dt = i->get_depth_test())
195                         dt->bind();
196                 else
197                         DepthTest::unbind();
198
199                 if(const Blend *b = i->get_blend())
200                         b->bind();
201                 else
202                         Blend::unbind();
203
204                 renderer.set_lighting(i->get_lighting());
205                 renderer.set_clipping(i->get_clipping());
206
207                 if(const Renderable *renderable = i->get_renderable())
208                         renderer.render(*renderable, i->get_tag());
209
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());
213         }
214
215         if(target[0])
216         {
217                 DepthTest::unbind();
218                 Blend::unbind();
219
220                 if(samples)
221                         target[0]->blit_from(*target_ms);
222
223                 for(unsigned i=0; i<postproc.size(); ++i)
224                 {
225                         unsigned j = i%2;
226                         if(i+1<postproc.size())
227                                 target[1-j]->get_framebuffer().bind();
228                         else
229                                 out_fbo->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);
233                 }
234         }
235
236         if(!was_in_frame)
237                 finish_frame();
238 }
239
240 void Pipeline::create_targets(unsigned recreate)
241 {
242         if(recreate>=2)
243         {
244                 delete target[0];
245                 delete target[1];
246                 target[0] = 0;
247                 target[1] = 0;
248         }
249         if(recreate>=1)
250         {
251                 delete target_ms;
252                 target_ms = 0;
253         }
254
255         PixelFormat color_pf = (hdr ? RGB16F : RGB);
256         RenderTargetFormat fmt = (RENDER_COLOR,color_pf, RENDER_DEPTH);
257         if(!postproc.empty() || samples)
258         {
259                 if(!target[0])
260                         target[0] = new RenderTarget(width, height, fmt);
261                 if(!target[1] && postproc.size()>1)
262                         target[1] = new RenderTarget(width, height, fmt);
263         }
264
265         if(!target_ms && samples)
266                 target_ms = new RenderTarget(width, height, samples, fmt);
267 }
268
269
270 Pipeline::Pass::Pass(const Tag &t, const Renderable *r):
271         tag(t),
272         lighting(0),
273         depth_test(0),
274         blend(0),
275         clipping(0),
276         renderable(r)
277 { }
278
279 void Pipeline::Pass::set_lighting(const Lighting *l)
280 {
281         lighting = l;
282 }
283
284 void Pipeline::Pass::set_depth_test(const DepthTest *d)
285 {
286         depth_test = d;
287 }
288
289 void Pipeline::Pass::set_blend(const Blend *b)
290 {
291         blend = b;
292 }
293
294 void Pipeline::Pass::set_clipping(const Clipping *c)
295 {
296         clipping =c;
297 }
298
299
300 Pipeline::Slot::Slot(const Renderable *r):
301         renderable(r)
302 { }
303
304 } // namespace GL
305 } // namespace Msp