]> git.tdb.fi Git - libs/gl.git/blob - source/pipeline.cpp
Remove the Renderer-less overload of Renderable::render
[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 {
26         target[0] = 0;
27         target[1] = 0;
28 }
29
30 Pipeline::~Pipeline()
31 {
32         delete target[0];
33         delete target[1];
34         delete target_ms;
35 }
36
37 void Pipeline::set_hdr(bool h)
38 {
39         if(h==hdr)
40                 return;
41
42         bool old_hdr= hdr;
43         hdr = h;
44         try
45         {
46                 create_targets(2);
47         }
48         catch(...)
49         {
50                 hdr = old_hdr;
51                 throw;
52         }
53 }
54
55 void Pipeline::set_multisample(unsigned s)
56 {
57         if(s==samples)
58                 return;
59
60         unsigned old_samples = samples;
61         samples = s;
62         try
63         {
64                 create_targets(1);
65         }
66         catch(...)
67         {
68                 samples = old_samples;
69                 throw;
70         }
71 }
72
73 void Pipeline::set_camera(const Camera *c)
74 {
75         camera = c;
76 }
77
78 Pipeline::Pass &Pipeline::add_pass(const Tag &tag)
79 {
80         passes.push_back(Pass(tag, 0));
81         return passes.back();
82 }
83
84 void Pipeline::add_renderable(const Renderable &r)
85 {
86         for(vector<Slot>::iterator i=renderables.begin(); i!=renderables.end(); ++i)
87                 if(i->renderable==&r)
88                 {
89                         i->passes.clear();
90                         return;
91                 }
92
93         renderables.push_back(&r);
94 }
95
96 void Pipeline::add_renderable_for_pass(const Renderable &r, const Tag &tag)
97 {
98         for(vector<Slot>::iterator i=renderables.begin(); i!=renderables.end(); ++i)
99                 if(i->renderable==&r)
100                 {
101                         i->passes.insert(tag);
102                         return;
103                 }
104
105         renderables.push_back(&r);
106         renderables.back().passes.insert(tag);
107 }
108
109 void Pipeline::remove_renderable(const Renderable &r)
110 {
111         for(vector<Slot>::iterator i=renderables.begin(); i!=renderables.end(); ++i)
112                 if(i->renderable==&r)
113                 {
114                         renderables.erase(i);
115                         return;
116                 }
117 }
118
119 Pipeline::Pass &Pipeline::add_pass(const Tag &tag, const Renderable &r)
120 {
121         passes.push_back(Pass(tag, &r));
122         return passes.back();
123 }
124
125 void Pipeline::add_postprocessor(PostProcessor &pp)
126 {
127         postproc.push_back(&pp);
128         try
129         {
130                 create_targets(0);
131         }
132         catch(...)
133         {
134                 postproc.pop_back();
135                 throw;
136         }
137 }
138
139 void Pipeline::setup_frame() const
140 {
141         for(PassList::const_iterator i=passes.begin(); i!=passes.end(); ++i)
142                 if(const Renderable *renderable = i->get_renderable())
143                         renderable->setup_frame();
144         for(vector<Slot>::const_iterator i=renderables.begin(); i!=renderables.end(); ++i)
145                 i->renderable->setup_frame();
146 }
147
148 void Pipeline::finish_frame() const
149 {
150         for(PassList::const_iterator i=passes.begin(); i!=passes.end(); ++i)
151                 if(const Renderable *renderable = i->get_renderable())
152                         renderable->finish_frame();
153         for(vector<Slot>::const_iterator i=renderables.begin(); i!=renderables.end(); ++i)
154                 i->renderable->finish_frame();
155 }
156
157 void Pipeline::render() const
158 {
159         Renderer renderer(camera);
160         setup_frame();
161         render(renderer);
162         finish_frame();
163 }
164
165 void Pipeline::render(Renderer &renderer, const Tag &tag) const
166 {
167         if(tag.id)
168                 return;
169
170         const Framebuffer *out_fbo = Framebuffer::current();
171         // These is a no-ops but will ensure the related state gets restored
172         BindRestore restore_fbo(out_fbo);
173         BindRestore restore_depth_test(DepthTest::current());
174         BindRestore restore_blend(Blend::current());
175
176         if(target[0])
177         {
178                 Framebuffer &fbo = (samples ? target_ms : target[0])->get_framebuffer();
179                 fbo.bind();
180                 fbo.clear(COLOR_BUFFER_BIT|DEPTH_BUFFER_BIT);
181         }
182
183
184         for(PassList::const_iterator i=passes.begin(); i!=passes.end(); ++i)
185         {
186                 if(const DepthTest *dt = i->get_depth_test())
187                         dt->bind();
188                 else
189                         DepthTest::unbind();
190
191                 if(const Blend *b = i->get_blend())
192                         b->bind();
193                 else
194                         Blend::unbind();
195
196                 renderer.set_lighting(i->get_lighting());
197                 renderer.set_clipping(i->get_clipping());
198
199                 if(const Renderable *renderable = i->get_renderable())
200                         renderer.render(*renderable, i->get_tag());
201
202                 for(vector<Slot>::const_iterator j=renderables.begin(); j!=renderables.end(); ++j)
203                         if(j->passes.empty() || j->passes.count(i->get_tag()))
204                                 renderer.render(*j->renderable, i->get_tag());
205         }
206
207         if(target[0])
208         {
209                 DepthTest::unbind();
210                 Blend::unbind();
211
212                 if(samples)
213                         target[0]->blit_from(*target_ms);
214
215                 for(unsigned i=0; i<postproc.size(); ++i)
216                 {
217                         unsigned j = i%2;
218                         if(i+1<postproc.size())
219                                 target[1-j]->get_framebuffer().bind();
220                         else
221                                 out_fbo->bind();
222                         const Texture2D &color = target[j]->get_target_texture(RENDER_COLOR);
223                         const Texture2D &depth = target[j]->get_target_texture(RENDER_DEPTH);
224                         postproc[i]->render(renderer, color, depth);
225                 }
226         }
227 }
228
229 void Pipeline::create_targets(unsigned recreate)
230 {
231         if(recreate>=2)
232         {
233                 delete target[0];
234                 delete target[1];
235                 target[0] = 0;
236                 target[1] = 0;
237         }
238         if(recreate>=1)
239         {
240                 delete target_ms;
241                 target_ms = 0;
242         }
243
244         PixelFormat color_pf = (hdr ? RGB16F : RGB);
245         RenderTargetFormat fmt = (RENDER_COLOR,color_pf, RENDER_DEPTH);
246         if(!postproc.empty() || samples)
247         {
248                 if(!target[0])
249                         target[0] = new RenderTarget(width, height, fmt);
250                 if(!target[1] && postproc.size()>1)
251                         target[1] = new RenderTarget(width, height, fmt);
252         }
253
254         if(!target_ms && samples)
255                 target_ms = new RenderTarget(width, height, samples, fmt);
256 }
257
258
259 Pipeline::Pass::Pass(const Tag &t, const Renderable *r):
260         tag(t),
261         lighting(0),
262         depth_test(0),
263         blend(0),
264         clipping(0),
265         renderable(r)
266 { }
267
268 void Pipeline::Pass::set_lighting(const Lighting *l)
269 {
270         lighting = l;
271 }
272
273 void Pipeline::Pass::set_depth_test(const DepthTest *d)
274 {
275         depth_test = d;
276 }
277
278 void Pipeline::Pass::set_blend(const Blend *b)
279 {
280         blend = b;
281 }
282
283 void Pipeline::Pass::set_clipping(const Clipping *c)
284 {
285         clipping =c;
286 }
287
288
289 Pipeline::Slot::Slot(const Renderable *r):
290         renderable(r)
291 { }
292
293 } // namespace GL
294 } // namespace Msp