1 #ifndef MSP_GL_PIPELINE_H_
2 #define MSP_GL_PIPELINE_H_
6 #include "framebuffer.h"
7 #include "renderable.h"
8 #include "renderbuffer.h"
9 #include "rendertarget.h"
10 #include "texture2d.h"
24 Top-level content class. Typically a Pipeline is used as the content
25 Renderable for a View or effects such as ShadowMap or EnvironmentMap.
27 A Pipeline contains a sequence of passes. Each pass has a Renderable along
28 with Lighting, Clipping, DepthTest and Blend states. Scenes can be used to
29 organize Renderables within a pass.
31 PostProcessors can be applied after all of the passes in the Pipeline have been
32 rendered. Framebuffer objects are automatically used to pass render results to
33 the PostProcessors. High dynamic range and multisample rendering can be
34 requested for increased quality.
36 class Pipeline: public Renderable
43 const Lighting *lighting;
44 const DepthTest *depth_test;
46 const Clipping *clipping;
47 Renderable *renderable;
50 Pass(const Tag &, Renderable *);
52 const Tag &get_tag() const { return tag; }
54 void set_lighting(const Lighting *);
55 void set_depth_test(const DepthTest *);
56 void set_blend(const Blend *);
57 void set_clipping(const Clipping *);
58 const Lighting *get_lighting() const { return lighting; }
59 const DepthTest *get_depth_test() const { return depth_test; }
60 const Blend *get_blend() const { return blend; }
61 const Clipping *get_clipping() const { return clipping; }
62 Renderable *get_renderable() const { return renderable; }
68 Renderable *renderable;
74 typedef std::list<Pass> PassList;
78 std::vector<Slot> renderables;
79 std::vector<PostProcessor *> postproc;
84 RenderTarget *target[2];
85 RenderTarget *target_ms;
88 Pipeline(unsigned, unsigned, bool = false);
89 Pipeline(const View &);
91 void init(unsigned, unsigned);
95 /* Sets high dynamic range mode. Requires floating-point texture support.
96 A ColorCurve postprocessor is recommended for full benefit. */
99 void set_multisample(unsigned);
102 void set_camera(const Camera *);
103 Pass &add_pass(const Tag &tag);
104 void add_renderable(Renderable &);
105 void add_renderable_for_pass(Renderable &, const Tag &);
106 void remove_renderable(Renderable &);
108 /** Adds a pass to the pipeline. It's permissible to add the same
109 Renderable multiple times. */
110 Pass &add_pass(const Tag &, Renderable &);
112 /** Adds a postprocessor to the pipeline. */
113 void add_postprocessor(PostProcessor &);
115 virtual void setup_frame(Renderer &);
116 virtual void finish_frame();
119 virtual void render(Renderer &, const Tag &tag = Tag()) const;
122 void create_targets(unsigned);